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Soljargon
02-22-2011, 09:42 AM
I usually don't use the forums unless I have something really important to say and its bugging me.

So here it is, a list of things DDO has yet to do and yet should be done.

#1. Druids

Seriously. I think this is the most widely anticipated class of the bunch. We keep getting told druids are coming, but nobody seems to be willing to set a date.

I understand part of the problem might be the whole shapechanging thing. But maybe it doesn't have to be a complete shape change, maybe it can look more like an aura, like Arraetrikos extra large version of himself, or blur/displacement effects. The druid's shapechange ends up being an image of a bear (or tiger or whatever) superimposed over their regular shape.

Another part of the problem is the unusual array of spells that druids have, like Regenerate, Summon Shambling Mound, Earthquake (basically just knocks people down like a high level grease spell + damage, but should look really kewl), Animate Plants, Spike Stones, Entangle, Call Lightning, etc.

The whole point of druids is not to have another healing class. In many ways druids are more like nature wizards which just happen to have some healing magic. They combine healing with crowd control and damaging spells to make themselves useful. And they can wear a wee bit armour (so long as it is leather or hide) and use bows.

#2. Gnomes

While some people may point to halflings and say halflings are close enough visually to gnomes, that isn't the point really. The whole point of gnomes is their abilities. See the 3.0 or 3.5 D&D Players Handbooks to see what I am talking about, ie. hooked hammer proficiency [a new weapon maybe, just for gnomes?], +2 Con, -2 Str, +2 Vs Illusions, +1 to Illusion DC, +1 to hit kobolds and goblins [wow, gnome tanks will rock at low levels], dodge bonuses vs giants, +2 Listen, and then they automatically get spells! Although we all know gnome illusions are pretty weak, the dragon tattoo versions will probably be handy however.

With gnomes should also come a gnome house in Stormreach, including a series of F2P and P2P quests. A whole new area with illusionists, strange gizmos (wooooo, a working elevator which sometimes crushes people to death when they stand under it!), perhaps some kind of crafting oriented P2P series, etc. ie. It would be kewl if there was a quest that allowed people to unlock the ability to summon a weak iron golem. You do the quests, unlock the ability, spend a feat to get it, you spend enhancement points to improve it over time, and eventually you unlock it on epic.

#3. Paladin Mounts

Seriously. How hard is it to give paladins the ability to Summon Mount at 5th level? Its a horse, it rears up and stomps baddies. Its immune to fear effects. It would be kewl if you could actually ride the horse, but its not a necessity. Just having it as a companion would be a welcome change. Note: This horse should progress and become tougher based on the paladin's level, just like iron defenders.

#4. Basic Crafting

The ability to craft your own weapons and armour (or scribe scrolls, make wands) doesn't have to be extremely complicated, but it should require TIME. ie. It should take roughly the time required to do 7 medium sized quests.

Furthermore it should involve gathering ingredients, such as blades of the dark six, etc. to provide the necessary material components to make a simple masterwork weapon.

Once you have the masterwork weapon, then you complete a short quest which allows you to imbue the weapon magically (this quest should only be able to be repeated once every 3 days, and it would be nice if it was a free raid).

This weapon should then be binded to character (not to account), because the individual who made it should be loathe to part with it. (Furthermore this prevents people from going nuts trying to craft weapons constantly and trying to sell them or pass them to alts.)

So now you have a +1 weapon. Nothing special really, but you can now use it with other crafting recipes which will let you turn it into a +1 fire, pure good weapon of whupass. And it has a guild slot, and it can be given alchemy force damage. Or some similar item. Sure, you could probably get roughly the same thing on the auctions, but its the process that is fun and the personal pride that comes with it.

(This weapon should then have +3 quest series at higher level, a +5 and eventually an epic version. In theory that longsword you made at level 4 might stay with you all the way to level 20.)

#5. Religion

Right now there is really only one major religion in Stormreach and that is the Silver Flame. They're the only ones you can actually earn favor with. It would be nice if there was a series of Emerald Claw quests that you could also earn favor with, and perhaps other religions too which are competing for our attention. Sounds like a good source of F2P questing right there.

#6. F2P Raids / More Dragon Quests

I was asked by a new guild member recently what raids are Free 2 Play. I went down the list and told him that Tempest Spine was the only one and it was level 10 (he was circa level 6 and rather disappointed to hear this). I firmly believe however that there needs to be more lower level raid quests which are F2P, not just because it adds interest and something exciting to do in the game, but because it whets the interest of players that they will be tempted to buy other raid packs.

Its funny how few quests in DDO have dragons in them when you consider the name of the game. There is definitely a shortage. Thus it would be nice if any new F2P raid quests included a significant dragon theme. It doesn't even have to be literally dragons... wyverns would be nice too.

So here's some fun raid-esque ideas as examples.

Steal the Dragon Eggs (with an optional to kill the young adult red dragon; the quest giver intends to ransom the eggs back to the dragon, but if you kill the dragon he gives you **** loot, but you will probably still be smiling because you got extra chests from killing the dragon anyway), CR 5

Weaning the Hatchlings (the same quest giver is stuck with the dragon eggs because the dragon suddenly went missing. To keep them safe in the meantime he hid them in an abandoned temple inside Tangleroot [which unfortunately people would need to pay to get access to], but they hatched and got into a section of the temple occupied with spiders... the quest is to rescue the dragon hatchlings, kill the spiders, lure the hatchlings back to their nest, not kill any of the hatchlings in the process which will no doubt be spitting fire constantly, and activate some kind of force wall and then dimension door the heck out of there.), CR 10.

Wrath of the Dragon (the mother dragon reappears, but she is really ****ed off. Her children are grown up and razing villages already, but the level of destruction she does on a section of Stormreach where our quest giver makes her home is awesome to behold. Rescue the commoners, put out the fires, rescue the quest giver, kill or pacify the dragon (possibly a complicated series of diplomacy checks or tasks, but if you do it that way you don't get the dragon's loot), CR 15.

Flight of the Dragon Horde (the quest giver returns, but now his evil plot is revealed and you wonder why you ever rescued him and his hatchlings in the first place because you have to battle multiple flying dragons at once while they attack a merchant armada of flying ships... make your way from one ship to the next, battle each dragon attacking each ship, and do it on a time limit before the dragons destroy each ship in order. If you fail to kill the dragon and get to the d door on time, the ship explodes and everyone on board dies and ends up in a different section of the quest.), CR 20.

Or something similar. I don't expect my ideas to actually be used, they're just meant as an examples.

#7. More Classic D&D Monsters

This may take awhile to do but the following is a list of Classic AD&D / D&D monsters which should be introduced to the game sometime. Some of the ones on the list below aren't even classics, but I've included them because they are exceptionally interesting.

Banshee
Displacer Beast
Dopplegangers
Drakes (small wingless dragons, yeehaw!)
Erinyes
Griffons
Goblins (seriously, why no goblins? Maybe they could be introduced with gnomes, since they're mortal enemies)
Hag, Green, Sea or Night
Hook Horror
Hydra
Mimic (Pity the poor newb who gets attacked by a chest when they open it...)
Nightmare (if you introduce paladin horses, a quest with nightmares would be nice too)
Nymph (more dangerous than you think)
Owlbear (Such a classic.)
Phoenix
Sea Elves (Think drow are nice? Just think of all the people who would be willing to P2P a sea elf. Introduce tridents as a throwing weapon while you are at it.)
Snakes (Come on! We've got scorpions and spiders already, where are the giant snakes?)
Sirines and/or Merfolk
Stirges (oh gawd, people are going to hate me for wanting to introduce this classic baddie)
Tarrasque (this one would have to be an epic raid to get a genie, battle the tarrasque, use the genie to prevent the tarrasque from regenerating, and beat the godzilla of all D&D monsters)
Umber Hulk
Werewolves (complete with the ability to temporarily contract lycanthropy as a disease and turn into a werewolf, not at will but randomly! The disease should be more annoying than a benefit.)
Wyvern
Zaratan (This is my personal favourite. Whats not to like about a giant turtle with an island on its back being used by pirates as a base?)

#8. Roleplaying Oriented Choose-Your-Own-Adventure Story Lines

Imagine for a moment entering a quest with an exponentially exploding storyline that requires people to make decisions which will effect the story and give alternate endings.

You choose A, B or C options near the beginning of the quest based on conversations with NPCs (or even the classic pick 1 of the 3 doors scenario), thus locking out the options you don't pick. Farther into the quest you are given another 3 options. Near the end you are given 3 more. The end result is 27 different ways to end the quest, with perhaps 27 different named baddies with unusual loot to choose from.

I realize that we can't force people to roleplay their characters, but I do like seeing more options for roleplaying influenced decision making in the game.

#9. More Guild Ship Options

It would be nice if there was a 3rd company/style of guild ship available at levels 35, 65 and 95. It could be the creme de la creme (and not cheap obviously) and perhaps even an unusual shape (ie. catamaran?)

Furthermore this 3rd brand of guild ship could come with extra crew, such as minotaurs moving cargo boxes, serving wenches, dancing girls, sailors scrubbing the deck, and maybe some extra guild buffs only available on this type of ship.

#10. Fix existing problems.

Examples:

The ranger summoned critters are seriously gimped at certain levels, making them practically useless.

The Slow spell really doesn't do much to slow them down. Its barely noticeable.

Sleet Storm effects party members too much. Its an useful spell to use on enemies, but party members get really annoyed when you experiment with it. (Its an awesome spell to cast when you're being chased and need a quick getaway but don`t have dimension door yet, but that is really all it is good for right now.)

#11. Divining Magic

Some of you may have noticed there is no Detect Magic spell, something which is a staple of regular D&D. Heck, divining magic is almost non-existent. Detect Secret Doors and True Seeing are just 2 of the very few divining spells. I am sure something could be done to remedy this. Examples:

A Wizard Eye (aka Arcane Eye) spell could reveal the unlocked sections of the map ahead, an useful tool when starting a new dungeon you don't know (or are lost, don't know the quest that well).

Clairaudience/Clairvoyance could dramatically increase your spot and listen skills, boosting your ability to see/hear hidden creatures, notice drafts from secret doors, and even notice traps better (a good thing to cast on the rogue).

Foresight really just provides an insight bonus to AC and saves, but its useful regardless.

And while we are at it, where is the Paladin ability to Detect Evil? Seems like an useful ability which has been sorely overlooked. True, most baddies are evil anyway, but it would be nice to have a little warning text flash in the middle of the screen when you come to a locked door and ... You sense evil nearby...

There is lots of other spells yet to be added too... We need more variety.

#12. More Weapons

Please, please make spears and javelins. And shortspears for 1 hand. And longspears for two-handed fighting. We`ve seen the quarterstaffs that look like spears, but its not the same. Tridents would also be nice.

Slings and sling bullets would be nice too. They`re classics.

You don`t have to make lots of polearms either, but halberds would be nice. Make them so big that greataxes seem small. (Its not the size of your halberd, its how kewl it looks when you use it.)

Flails would also be kewl. They would look exceptionally unusual in combat. Same goes with nunchuku for monks.

Scythes would probably be the most sought after thing however, especially for barbarians wanting those x4 critical hits.

Hand crossbows could be useful too, for anyone wanting to use a shield and still shoot into melee with one hand.

A magical stunning sap which we can find in a rare`s chest (counts as a handwrap maybe) would be kewl too.

Same goes with a magical spiked shield. Almost no one uses shield bashing. (Probably because there is a huge negative to hit and damage when using shield bashing, even with the feats.)

#13. More Explorer Zones

Examples:

A thieves den part of the city, sewers, taverns, bar brawls, street fighting, tavern wenches, rowdy sailors... perhaps on an island just off the shore from Harbor and you have to swim to the quest entrance.

Waterworks could be expanded again (some of you may remember when it wasn`t even a slayer zone). Make it even bigger and include explorer options. Maybe even have tunnels which connect the Waterworks to Cerulean Hills, the Thieves Den mentioned above, the Steam Tunnels and Searing Heights.

Speaking of Searing Heights... what is with the gaping large middle section on the map? You can`t get up there, but there is obviously something of interest there. Please add a quest there. Heck, add 4 quests in that whole region. A drow quest, a fire elemental quest, undead, worgs and wolves, etc.

The Steam Tunnels could also be expanded and more quests added to the adventure pack accompanying it.

More Examples:

If you joined the game a long time ago you might remember something called Kobold Island which you could go to in the North Harbor (before it was closed down and later became the Inspired Quarter). Kobold Island could be revamped and brought back with more things to do and some F2P quests on there. Give the island some snakes, an umber hulk, a hydra and a green hag to make it extra interesting.

Make a reaaaaaaally beautiful explorer zone. Tangleroot is beautiful. So is Vale of Twilight, but I want the DDO designers to try and outdo all their previous efforts. Make something so beautiful it will blow our minds. Trees, plants, crystal clean lakes, water fountains, old broken sculptures, cliff side vistas, beautiful sunny skies, elven archers jumping from the trees and attacking us with insane madness, merfolk ambushes with tridents, sirines mesmerizing our brains, griffons, a phoenix, whatever beautiful and deadly things you can throw at us.

A mountain explorer zone, complete with avalanches which can be set off using sonic spells or by a rogue. Sheer cliffs, lots of climbing and jumping, maybe an abandoned catapult which shoots you up into the air like a steam vent.

Make an explorer zone with a level range of 1 to 20, and three sets of slayers to choose from suitable for levels 1 to 7, 8 to 14, 15 to 20. And three sets of rares to choose from as well. Rares, Ultra Rares and Uber Rares. Whatever you wanna call it. If you combine this with the mountain idea above you could have the lowbie stuff on the lower slopes of the mountain, and the higher up the mountain the more deadly the critters become. If you cap the slayer at 400 for the lowbies, 750 for the middle range, 1500 for the uppers it should make for an interesting zone. (Note: The Slayer and Rares for this zone should not be automatically bestoyed, but instead you have to talk to 6 `bounty hunter` quest givers who require you to be a certain level to go after them. The quest givers then give rewards for each rare token turned in.)

#14. Adventure Combo Packs

I see in the DDO store that there is now the option to buy all the Necropolis Quests together. I think it would be great if more combo packs were created, ie. Marketplace Combo Pack (including STK, Chronoscope, Sharn Syndicate and Catacombs). No doubt other combo packs could be created for mid-level and high level quests.

Or even one giant combo pack of everything in perpetuity, so you never have to buy another pack again, but it costs a bit more because it includes all future packs which have yet to be made and released.

#15. Surprise Us Something REALLY Unusual

ie. A quest where the party is captured and enslaved, our inventory gear is locked out, we`re all wearing starter rags and we can only use spells with no spell components (or if we loot dead baddies and get their spell components), the weapons and items we find, etc, until we kill the boss and get our loot back. (Leaving the quest gets your stuff back, but you can`t re-enter because its a raid maybe.)

Chronoscope is nice. The Plane of Night is nice too. But think weirder.

Zaratan, floating islands, flying citadels, rickety bridges that fall apart, catapults that fling us into the upper atmosphere, moving objects or buildings, battering rams, drawbridges (maybe a whole castle quest where we have to get inside and work our way through the castle), a monster (Tarrasque maybe) so big we can see it from the distance and we can`t possible fight it in melee because it auto overruns you and it can cause earthquakes, knocking the party down + injuring us from a distance too.

I hope this post inspires the game designers to create something that will really blow our minds.

:)

Soljargon
02-26-2011, 05:20 PM
#16. Spell List Options

Ever noticed that (as a spellcaster) that you need one list of spells for certain types of quests? ie. Vs undead, vs living critters, vs demons, etc.

Thus it would be helpful if we had a faster way to swap spells without having to run to an inn just to switch spells. Any time outside a quest (or having just shrined) if you had the option to click on your spell list and pick a different list of spells.

#17. Actual Prestige Classes

The capstones and enhancements are nice, but it would be even nicer if there was actual prestige classes which we can only get if we fulfill specific requirements.

ie. Mystic Theurge would fulfill an interesting gap, allowing a healer class mixed with arcane spells. (For those that don't know Mystic Theurges need to start with 3 levels of divine and 3 levels of arcane. After that point they gain more spells for both, continue to grow in caster level in both, but aren't nearly as good as a full cleric or a full wizard.)

#18. Children.

No, I am not suggesting we have children... No, this is more of an observation. There is no children in the game. No children NPCs. No burning orphanages being attacked by orcs. No children that need to be rescued.

Of course some people will point out other gaps, like how there is no female ogres or trolls or giants, etc. Certainly there's room for a named Ogress and her ogre toddlers? Sounds like a fun quest to me!

Antheal
02-26-2011, 05:34 PM
Three tiers of each of the three Prestige Classes for each Class.
Three tiers of Racial-based Prestige Classes (if different to Class-based Prestiges).
Dragonmark Heir Prestiges for the races that have Dragonmarks.

Soljargon
02-28-2011, 01:44 AM
#19. Clan Warfare

The idea of clans is not like guilds, because the idea here would be for people to pick ONE clan and there is a finite number of clans (ie. 12 of them) and each of the clans has alliances and clan specific quests and benefits which come with each.

HOWEVER! Once you join a clan its permanent. There is no switching or going back. That character is permanently in their clan of choice.

Each clan comes with a castle and there is various benefits to having a clan, depending on which one you pick. Some clans might have access to a clan storage chest, which is private and similar to a bank account, unlike a guild chest is open to all members. Another clan might have access to certain unique spells. Another might give all members a speed boost and so forth.

Whatever the benefit is of being in a clan is it should be permanent and constant.

However this is all just a lead up to the real idea which I want to promote... which is clan vs clan PVP warfare.

Yes, DDO does have the bar brawl pits in the taverns. And yes, you can also do some of the capture the flag-esque type games in them too.

But the idea of clan here would be to have specific PVP events which clan members can take part in, in exchange for some kind of reward, whether it be XP, loot or some other benefit. (Sadly, very few DDO players seem to do it for the roleplaying experience.)

Myself, I just like the idea of some kind of castle siege quest, where there is 2 teams. One defending the castle and the other team trying to break into it. Like Kobold Assault except the other team is playing the kobolds.

Of course there would have to be some kind of mechanism in place so that clans don't try to farm these quests constantly. (Like a -10% penalty for repeating the quest again and again.)

And there would also need to be a mechanism for determining CR level of various teams, perhaps based on a win/lose ratio of combatants.

Unlike guilds, clans should be free for anyone to join and there is no leader or officers. People can just join, do the quests and get the benefits (whatever they happen to be). You can't get kicked out and there should be somekind of negative for having a high lose ratio on your character if you're letting other teams beat you up too easily.

I am frankly not certain exactly HOW DDO might decide to do this clan castle and clan warfare idea. I just think its an interesting idea and I know some other MMORPGs have done similar things so it might be interesting to see what DDO can come up with.

#20. Alternative Hirelings

ie. Kobold, lizardfolk, hobgoblin and minotaur hirelings. Sounds like fun to me!

#21. Alternative Summon Spells

Its nice that DDO added 3 options for the Summon Monster spells, but I'd like to point out in the 3.0/3.5 edition manuals that casters also had the option of summoning multiple smaller creatures instead of 1 large one. ie. Instead of summoning an earth elemental, they could opt to summon a pack of celestial dogs. Packs, herds, whatever could be much more interesting in some situations even if they are effectively cannon fodder in comparison.

It might also be interesting to just come out with some more unique Summon Something spells. Like Summon Ooze, Summon Greater Djinni (who grants a lesser wish), and even bizarre summon spells like the ever popular

....Evard`s Black Tentacles....

If you`re not familiar with that one you should be, its a D&D classic. Its basically a mass of squeezing tentacles that grab nearby creatures and start squeezing them for X amount of damage each round. Like web and a less powerful firewall rolled into one.

#22. More Wall Spells!

And while we are at it... where is the other wall spells? Wall of Ice, Wall of Stone, Wall of Iron and so forth. Especially Wall of Force, which also blocks incoming spells. And of course there is also...

Prismatic Wall!

Dun dun dun! Which some unfortunate people have encountered in the Shroud. So the graphics for that one is already there, it will just be interesting to see if its ever made into a 9th lvl spell for wizards who feel they`d like to put a deadly wall in between them and the enemy. (This wall should come with some kind of aura of fear so only really stupid baddies go marching through it.)

Crazyfruit
02-28-2011, 02:05 AM
Its funny how few quests in DDO have dragons in them when you consider the name of the game.

It was even funnier when DDO first came out. There were no dragons at all :)

Soljargon
03-02-2011, 11:35 PM
#23. Classic D&D Adventures

If you've ever played pen and paper D&D you've probably heard of The Tomb of Horrors, The Temple of Elemental Evil and other classic D&D adventures.

My proposal is that these adventures should be converted into DDO adventures (in some cases whole zones and story quests) in homage of these classic adventures. People haven`t experienced the true meaning of D&D until they`ve encountered the unusual traps, ambushes and so forth of these classic quests.

Note: Definitely make an epic version!

ssgcmwatson
03-04-2011, 12:15 AM
#23. Classic D&D Adventures

If you've ever played pen and paper D&D you've probably heard of The Tomb of Horrors, The Temple of Elemental Evil and other classic D&D adventures.

My proposal is that these adventures should be converted into DDO adventures (in some cases whole zones and story quests) in homage of these classic adventures. People haven`t experienced the true meaning of D&D until they`ve encountered the unusual traps, ambushes and so forth of these classic quests.

Note: Definitely make an epic version!

I'm pretty sure that Turbine only has rights to the Eberron setting :(

Four20
03-04-2011, 01:11 AM
#23. Classic D&D Adventures

If you've ever played pen and paper D&D you've probably heard of The Tomb of Horrors, The Temple of Elemental Evil and other classic D&D adventures.

My proposal is that these adventures should be converted into DDO adventures (in some cases whole zones and story quests) in homage of these classic adventures. People haven`t experienced the true meaning of D&D until they`ve encountered the unusual traps, ambushes and so forth of these classic quests.

Note: Definitely make an epic version!

Excellent post, but this one, I think, would take the cake.

Look at all the movie studios making movies about comic book story lines made up 20-30 years ago. You guys have a plethora of quests and adventures to re-create.

This shouldn't be the only content created though. I would like to see something like once a month(or every other month) we get a new quest or adventure pack(that is just pulled from already created storylines), and then once every 6 months or so we get a brand new quest or adventure pack that either creates a brand new storyline, or branches off an old one(but again completely new).

Use the stuff you guys already have. It might be rehashed quests to some(who played dnd back in the day) but for many others it will just be brand new content.


I'm pretty sure that Turbine only has rights to the Eberron setting :(

Sadly that might be true, but there's nothing stopping them from trying to obtain more(maybe this is going on right now though, who knows). In any case, moar content!

Soljargon
03-10-2011, 11:53 PM
#24. Trains and Steampunk

SSGCMWATSON brings up an interesting point, that Stormreach is after all part of the Eberron campaign setting. (Although The Tomb of Horrors, The Temple of Elemental Evil, etc are designed to fit into any setting, they are not part of licensing. Still, it doesn't hurt to ask.)

Which brings me to a topic which IS supposed to be part of the Eberron campaign setting, the topic of trains and other steampunk characteristics of Eberron.

Yes, we have warforges, we have steam tunnels, we've encountered quite a few mechanical traps, we even have quite a few guilds flying around in skyships... but we seem to have forgotten the trains. So yeah, a couple quests featuring trains would be interesting.

See http://en.wikipedia.org/wiki/Eberron for more details on the campaign setting.

donfilibuster
03-11-2011, 12:09 AM
Kobold island was revisited as Smugglers Rest btw.

Soljargon
03-11-2011, 12:16 AM
Kobold island was revisited as Smugglers Rest btw.

Kobold Island was more of a hill with barely any trees. It doesn't look anything like Smugglers Rest.

donfilibuster
03-11-2011, 12:27 AM
Kobold Island was more of a hill with barely any trees. It doesn't look anything like Smugglers Rest.

Oh i see, nvm then, tought smugglers was there was before korthos, but ddowiki cleared that up:
http://ddowiki.com/page/Kobold_Island
http://ddowiki.com/page/Smuggler%27s_Rest

Letrii
03-11-2011, 12:38 AM
25. Shifters

HarveyMilk
03-11-2011, 12:50 AM
I want lots of these:

#8. Roleplaying Oriented Choose-Your-Own-Adventure Story Lines

Imagine for a moment entering a quest with an exponentially exploding storyline that requires people to make decisions which will effect the story and give alternate endings.

You choose A, B or C options near the beginning of the quest based on conversations with NPCs (or even the classic pick 1 of the 3 doors scenario), thus locking out the options you don't pick. Farther into the quest you are given another 3 options. Near the end you are given 3 more. The end result is 27 different ways to end the quest, with perhaps 27 different named baddies with unusual loot to choose from.

I realize that we can't force people to roleplay their characters, but I do like seeing more options for roleplaying influenced decision making in the game.

sirgog
03-11-2011, 12:56 AM
...and even bizarre summon spells like the ever popular

....Evard`s Black Tentacles....


What about "Evan's Spiked Tentacles of Forced Intrusion"? ( http://oots.wikia.com/wiki/Evan%27s_Spiked_Tentacles_of_Forced_Intrusion )

Angelus_dead
03-11-2011, 12:59 AM
Yes, we have warforges, we have steam tunnels, we've encountered quite a few mechanical traps, we even have quite a few guilds flying around in skyships... but we seem to have forgotten the trains. So yeah, a couple quests featuring trains would be interesting.
Trains are a feature of Khorvaire, not Xendrik.

RighteousBeard
03-12-2011, 09:47 AM
26. Domain Spells
The one thing that makes a cleric unique to everything else.

27. 7th level and higher spells.
ED, Implosion, Wail, Mass Heal, Meteor Swarm, Polar Ray, Mass Hold, OID, Holy Aura. About every sorc and fvs can accommodate these and be just as effective in role as their counterpart (wiz/cleric). Ok, Wizards can crank their DC and fit things in with extra feats but cleric vs FvS? There's no real gap there with effective spell use outside of healing.

Does Improved benevolence/radiance IX (or any tier past IV) actually matter? No. Some high-end good/light damage spells would be nice, especially for the latter features of RS Pre (+1 level with light spells).

Even the fixed abilities of Wish/Miracle would be nice. Remove Disjunction anyone? Or take a permanent neg level per use until rest for some greater uses like SP return (in lieu of duplicate a lower level spell in PnP Miracle/Wish can give), or profane/divine bonus buff to a player.

Make the greatest struggle for a high-level caster-class be "urgh...I can only have 1-3 of these awesome spells" or "ack! I wish I had 6 9th level slots"

shagath
03-12-2011, 09:59 AM
I really enjoyed reading OP. +1 :)

Soljargon
03-13-2011, 09:23 AM
#25. An Icy Quest (or Quests)

The Ice Games are fun, but it would also be interesting to have a quest where at the start of the quest a NPC gives you a pair of ice skates, you put them on, and then the quest is a series of up and down icy slides, a veritable maze/puzzle that must be navigated on skates, ice combat and so forth.

And some unique ice monsters would be nice too. Maybe a cryohydra (an ice breathing hydra)?

:)

Raodin-bel-iori
03-13-2011, 09:38 PM
Man, these are some sweet ideas. I'd also like to see some new and cool metamagic such as, Explosive spell which allows aoe spells to knock enemies prone, freezing spell which lets ice spells temporarily immobilize enemies, and clinging spell, which allows damaging spells to continue doing damage several seconds after the initial attack.

joaofalcao
03-13-2011, 10:05 PM
Well, while I disagree with some points, surely this brainstorm is very inspiring. Hope the devs can check it out.

+1.

der_kluge
03-13-2011, 10:06 PM
So here it is, a list of things DDO has yet to do and yet should be done.

#1. Druids

#2. Gnomes

#3. Paladin Mounts

#4. Basic Crafting

#5. Religion

#6. F2P Raids / More Dragon Quests

Yes to all that, except Paladin mounts. It would be quite pointless, and everyone else would be jealous. It would also be a monumental coding challenge for something that would add very little to the game.



#7. More Classic D&D Monsters

Banshee
Displacer Beast
Dopplegangers
Drakes (small wingless dragons, yeehaw!)
Erinyes
Griffons
Goblins (seriously, why no goblins? Maybe they could be introduced with gnomes, since they're mortal enemies)
Hag, Green, Sea or Night
Hook Horror
Hydra
Mimic (Pity the poor newb who gets attacked by a chest when they open it...)
Nightmare (if you introduce paladin horses, a quest with nightmares would be nice too)
Nymph (more dangerous than you think)
Owlbear (Such a classic.)
Phoenix
Sea Elves (Think drow are nice? Just think of all the people who would be willing to P2P a sea elf. Introduce tridents as a throwing weapon while you are at it.)
Snakes (Come on! We've got scorpions and spiders already, where are the giant snakes?)
Sirines and/or Merfolk
Stirges (oh gawd, people are going to hate me for wanting to introduce this classic baddie)
Tarrasque (this one would have to be an epic raid to get a genie, battle the tarrasque, use the genie to prevent the tarrasque from regenerating, and beat the godzilla of all D&D monsters)
Umber Hulk
Werewolves (complete with the ability to temporarily contract lycanthropy as a disease and turn into a werewolf, not at will but randomly! The disease should be more annoying than a benefit.)
Wyvern
Zaratan (This is my personal favourite. Whats not to like about a giant turtle with an island on its back being used by pirates as a base?)

Can't argue with this. Would definitely love to see:
Mimics
Hydras
Umber Hulks
Werewolves

Already a hag in Siegebreaker.
Phoenix is a LG creature. Can't see that getting added.

Zaratan? Ok, no.that's Al-Qadim, anyway



#8. Roleplaying Oriented Choose-Your-Own-Adventure Story Lines

Sounds interesting. But each would have to be effectively equivalent. Otherwise, people would figure out which gave the most loot and/or XP and just do it that way every time.



#9. More Guild Ship Options

Meh. I think they've done enough with guild ships already. It's low on my to-do list.


#10. Fix existing problems.

Definitely. fix the character-swap memory leaks!


#11. Divining Magic

Eh. meh



#12. More Weapons

This horse has been beaten a lot. Spears and others new kinds of weapons would all require new animations - for every race. Not worth it. I'd rather the devs create more high level content than adding spears to the game.


#13. More Explorer Zones

Sure, ok. Hard to argue against more content.



#14. Adventure Combo Packs

Seems easy enough to do. The necro pack is a good idea, because most people never bother with I-III. Maybe if they added Three Barrel Cove with another pack, people might actually purchase it, too.


#15. Surprise Us Something REALLY Unusual

Sure, go ahead.

My additions:

Fix Epic. Epic should be like a roomful of dragons and giants together. Just mass f'ing chaos. Think dungeon-alert because you annoyed too many dragons. That to me is epic. 37th level kobolds? NOT epic.

Fix the collectibles system. My main character has a 40 lb. bag full of collectibles. Seriously, that's a lot. I never turn them in. Why? 95% of it is garbage to anyone not 3rd level or under. And anyone who IS 3rd level and under doesn't have enough of the collectibles to actually be able to get anything useful from them. It's like a good idea, that majorly borked. One of the collectibles (pale creepers) actually trades for - get this - masterwork armors.

New spells, and balance the spell point costs for spells.
Spawn screen - nuff said. If spawn screen is going to exist in the game, then people who die from wraiths should actually rise as wraiths.

Fix the combat system. Ranged attacks feel weak. Sword & board is horribly weak. Shields should provide twice the AC they currently do. Anyone I see using a sword + shield I assume is probably gimp.

wax_on_wax_off
03-13-2011, 10:18 PM
The capstones and enhancements are nice, but it would be even nicer if there was actual prestige classes which we can only get if we fulfill specific requirements.


Nice post in general.

I like this idea (and have mentioned it in a previous post). I think the dragonmarked house PrE's should be unlocked by getting the highest favour tier possible with the dragonmark house in question.

I see this as less a suggestion and more a probability considering the potential then to sell it for TP for those too lazy to unlock it.

Soljargon
03-14-2011, 02:05 PM
#26. A Light Spell

No seriously, why haven't we done this yet?

There are a number of dark quests (especially Rainbow in the Dark) wherein having a light spell would be useful because various quests are pretty dark. Furthermore the mechanism is already there, because the light scepter in RinD has the ability we so desperately could use. It just needs to be added as an actual spell.

True, its not a spell people would regularly memorize... but for some quests it would be useful, and I am willing to bet there's a fair number of clerics and wizards who would make use of it.

And while we're at it, torches are a great classic light source / weapon. True, they burn out, but being able to smack baddies with a torch is fun! (Even if it only does 1d3 damage +1 fire.) AND YOU KNOW there will be a bunch of lowbie rangers dual wielding torches for the heck of it.

Furthermore once in place it makes sense that the powers-that-be could create more quests which are darker and perhaps need a caster with a light source.

pie2655
03-14-2011, 02:15 PM
#23. Classic D&D Adventures

If you've ever played pen and paper D&D you've probably heard of The Tomb of Horrors, The Temple of Elemental Evil and other classic D&D adventures.

My proposal is that these adventures should be converted into DDO adventures (in some cases whole zones and story quests) in homage of these classic adventures. People haven`t experienced the true meaning of D&D until they`ve encountered the unusual traps, ambushes and so forth of these classic quests.

Note: Definitely make an epic version!

I love ToEE great idea!

/signed

dng242
03-14-2011, 06:45 PM
Yes to all that, except Paladin mounts. It would be quite pointless, and everyone else would be jealous. It would also be a monumental coding challenge for something that would add very little to the game.

It's really no different from a pet that many other classes can call. However, if you do that, then you should have companions/familiars. I doubt the coding would be huge, but it probably would be annoying.



Spawn screen - nuff said. If spawn screen is going to exist in the game, then people who die from wraiths should actually rise as wraiths


They do. Granted, the CR is rather lame.

sirgog
03-14-2011, 07:00 PM
#26. A Light Spell

No seriously, why haven't we done this yet?

There are a number of dark quests (especially Rainbow in the Dark) wherein having a light spell would be useful because various quests are pretty dark. Furthermore the mechanism is already there, because the light scepter in RinD has the ability we so desperately could use. It just needs to be added as an actual spell.

True, its not a spell people would regularly memorize... but for some quests it would be useful, and I am willing to bet there's a fair number of clerics and wizards who would make use of it.

And while we're at it, torches are a great classic light source / weapon. True, they burn out, but being able to smack baddies with a torch is fun! (Even if it only does 1d3 damage +1 fire.) AND YOU KNOW there will be a bunch of lowbie rangers dual wielding torches for the heck of it.

Furthermore once in place it makes sense that the powers-that-be could create more quests which are darker and perhaps need a caster with a light source.

I remember a Dev saying at one time that the game engine can only support seven light sources in a particular area. Thus Light spells are out (otherwise you could cause all manner of chaos by getting a raid group together and all casting Light spells.)

Yaskin_Forrit
03-15-2011, 03:01 AM
#26. A Light Spell

No seriously, why haven't we done this yet?

There are a number of dark quests (especially Rainbow in the Dark) wherein having a light spell would be useful because various quests are pretty dark. Furthermore the mechanism is already there, because the light scepter in RinD has the ability we so desperately could use. It just needs to be added as an actual spell.

True, its not a spell people would regularly memorize... but for some quests it would be useful, and I am willing to bet there's a fair number of clerics and wizards who would make use of it.

And while we're at it, torches are a great classic light source / weapon. True, they burn out, but being able to smack baddies with a torch is fun! (Even if it only does 1d3 damage +1 fire.) AND YOU KNOW there will be a bunch of lowbie rangers dual wielding torches for the heck of it.

Furthermore once in place it makes sense that the powers-that-be could create more quests which are darker and perhaps need a caster with a light source.

/signed

I would like to see them give the relevant races infravision / night vision for these dark quests

countfitz
03-21-2011, 04:59 PM
Trains are a feature of Khorvaire, not Xendrik.

#2whatever we're at

Khorvaire

Get us off Xendrik for goodness sake, we've been shipwrecked on it for years! We have flying boats, we want to take them home!

Soljargon
03-25-2011, 03:16 PM
#27. Polymorph Self and Other

Now I realize of course that this is a tricky one...

Lets start with Polymorph Self. As always with this spell there have been limits on what a person can actually polymorph into, so it should work in a similar way to the Teleport spell where you pick off a list which includes, cat, bear, sahuagin, ogre, and so forth.

The next matter is how it actually looks visually. I want to propose that it work the same way as Tenser's Transformation, wherein it creates an aura in the shape of that creature, but you can still see your character underneath the aura (this way allies will recognize you too).

Polymorph Other should work in a similar way, but the problem is that many baddies would be immune to it. A bit like using Phantasmal Killer. In this case however its still an aura, but the aura would be in the shape of something with pathetic attacks (ie. a bunny rabbit or sheep). Thus Polymorph Other would be more of a joke spell, often used in PVP.

#28. PVP Oriented Quests / Friendly Fire

What if we could have quests wherein its a raid group divided into 2 separate parties, but they have 2 separate missions to do. Its a bit like Misery's Peak, except instead of NPCs doing the other half of the quest, you have two teams doing the quests.

Furthermore, because the quest requires the groups to be separated it might be possible for them to accidentally do things which hurt the other party, either by setting off traps by rushing into certain sections, not taking out guards before they raise alarm bells, and even friendly fire with arrows/bolts. (ie. if the two parties were on opposite sections of a war zone between ogres and drow, trying to convince the two enemies to a ceasefire.)

The idea here would be to make a truly unique quest, wherein unlike other quests, you can actually hurt your teammates by accident (and not just by zerging a trap or blowing up an explosive barrel).

#29. Private Duels and Brawls

I noticed that DDO added the ability to challenge someone to a fight, but it only has 2 options: Death Match and Capture the Flag. (Both of which I have never used, because they're frankly a tad boring.)

What I'd like to propose instead is the ability to walk up to someone who is within 4 levels of you and challenge them to a duel. Any where that is not a quest. Then, depending on the individuals settings they can either auto-refuse, or a message will pop up asking if they want to duel.

If accepted the duel should then commence *in the street* or wherever they happen to be. If we can jump off buildings and hurt ourselves, I am certain its possible to switch PVP on and off in any location.

The next matter is brawls, which is really what the current PVP setup is. This could be improved with more options, and it could certainly be improved by changing the levels which can attack individuals (PVP is basically about avoiding the 20th wizards who frequent such places and basically make it no fun for anyone else).

Creating private dueling I think would change things dramatically and improve it.

One option might be to have a separate Social tab just for dueling.

BOgre
03-26-2011, 10:43 AM
It's been discussed, I know, and we got Airships, i know.
LotRO, which as I understand is the same engine as this, has housing, so it shouldn't be too incredibly difficult to implement.
The MMO I came from, though vastly simpler than DDO, has housing and it's pretty full-featured and well fleshed out, complete with included PvP arenas, gardening, and crafting. It seems strange to me that our adventurers wander eternally in the streets, with little rest save the occasional stop at a bar or while aboard ship. Housing is a nice diversion, it's relaxing, and adds a layer of character customization so many players crave. Furnishing, decorating, arranging, gardening, etc may seem more Barbie-playhouse than Kill-the-Monsters, but I think DDO can only benefit by having it. Adds a whole new category to the DDOStore too...

Soljargon
03-26-2011, 08:51 PM
#30. A Random Dungeon Generator

Ever gone through a quest and everyone already knows where every trap is, every secret door, every trick to beating the quest?

Well what if there was "a quest" which was never the same twice? ie. The maps were different every time you did the quest, the CR could be set differently (as per Crystal Cove), and it includes a "variety" of different monsters, sometimes in unusual and deadly combos (ie. it would suck to get a dungeon full of air elementals and rust monsters).

We know that certain quest elements can be randomized (ie. rares and the locations of purple crystals in Crystal Cove), but that could be applied to dungeon shape, traps, monsters and named baddies.

Like Crystal Cove such a quest should have a static XP based on the CR, modified by the highest level member. (Thus in theory people could pick CR 25 and do a random epic dungeon.)

Of course, people who do the random dungeon enough times might figure out various patterns for recognizing where traps / secret doors / etc are, but the DDO team could simply add enough random elements that its still never the same twice.

1. 20 different random dungeon shapes.

2. 5 to 10 random traps in random locations (each of the 20 maps has say 15 different possible trap locations).

3. 2 - 12 random secret doors with random baddies behind them.

4. 40+ different types of monsters, in different combos.

5. 20 different named baddies.

6. 2 random shrine locations, 1 behind a normal door and another behind a secret door.

If you count the different monster combos there would be over 150 million different ways the dungeon could spawn.

ArchStriker
03-27-2011, 09:09 AM
Nice list, just about everything is something I've always wanted. The main thing I want is probally more weapons or DRUIDS.

Yaskin_Forrit
03-27-2011, 06:11 PM
#30. A Random Dungeon Generator

Agreed.

This should be doable: -

The DM Guide 4 has the tables for creating a random dungeon, with random encounters etc.

so it should be possible to create a random dungeon with almost limitless variations



DM guide V1 had a more detailed random dungeon generator with table for loot as well as monsters traps etc.

Soljargon
03-27-2011, 09:02 PM
#31. Quest Level Shortages Need to be fixed

There is currently... (as of March 27th 2011)...

8 1st level quests.

18 2nd level quests.

20 3rd level quests.

18 4th level quests.

23 5th level quests.

19 6th level quests.

17 7th level quests.

19 8th level quests.

15 9th level quests.

15 10th level quests.

17 11th level quests.

11 12th level quests.

11 13th level quests.

9 14th level quests.

3 15th level quests. (Seriously, there's only three. Delirium, Acid Wit and Litany of the Dead.)

5 16th level quests. (And ALL five are in the Vale of Twilight...)

6 17th level quests.

8 18th level quests.

10 19th level quests.

2 20th level quests.

Now I understand why there only needs to be 8 1st level quests. Getting to 2nd level is so easy its ridiculous. And from levels 2 to 11 there's plenty of choice when it comes to quests. But after 12 your options suddenly drop quickly. And by the time you get to 15 you're starting to get ready for the Shroud (assuming you have the Vale pack) and beyond that you've got few choices left between there and reaching level 20.

And once you are level 20 you have three options.

Option 1, do epic quests.

Option 2, TR your character and do it all over again (which requires more XP to level and you will be noticing the shortage of quests at the upper levels).

Option 3, retirement of the character (rarely played except for fun).

My suggestion is as follows... and I don't care whether these are P2P or F2P quests, because obviously some of them will have to be P2P so DDO makes money, but if half of them were F2P that would be welcome too. (Interesting idea, if DDO wants people to buy packs more often what they can do is offer "half" the pack for free, but with quest reward items have matching sets and/or can be upgraded only by having the full pack. Certain quests, ie. Deleras, some people only do because of the quest reward.)

Add 3 level twelve quests; (ie. three more quests inside Searing Heights would be nice.)

3 level thirteen quests; (ie. Inside The Twelve might be a good spot for these.)

1 level fourteen quest;

7 level fifteen quests; (Enough for a whole high level zone, like perhaps a town built into the side of a cliff with ladders, a waterfalls, etc.)

5 level sixteen quests; (Maybe 1 in each of the Houses + 1 in a new gnome house...?)

4 level seventeen quests; (Again, 1 in each House. Perhaps each one could be a different dragon in it?)

2 level eighteen quests; (Both in the Twelve, but perhaps taking you to other planes of existence.)

3 level 20 quests. (Seriously, three level 20 dragon quests... 2 party, 1 raid. Sounds awesome.)

And while they're add it, try to fill out the spots for various favor for Houses/etc so its actually possible to get to 400.

ClashM
03-28-2011, 07:18 AM
This post is excellent! I would love to see so may of these things added, especially the light spells/racial vision/dark quests. In CC we got to place torches which served as light sources and of course there was Rainbow in the Dark.

My suggestion is more Eberron settings! We could visit Khorvaire and fight bandits across the rooftops and interior of the lightning rail, visit the city of Stormhome, lounge and gamble in the Golden Dragon airship, etc. It's a massive world just waiting to be explored. This would also give airships far more purpose since Stormreach as it is now can be walked across in a matter of minutes. In LotRO you need a horse to get across the city of Bree in any respectable amount of time and I believe Bree is supposed to be smaller than Stormreach. Would love to see that kind of scale given to DDO.

bryanmeerkat
03-28-2011, 07:26 AM
Just like to point out

Basic Crafting system coming out in update 9

4 level 15 quests , coming out in update 9

Looks very much like 4 level 17 quests coming out in update 10

toughguyjoe
03-28-2011, 07:42 AM
Cast Barkskin on Tink, again.

:D

blackdrowarcanenuts
03-28-2011, 07:48 AM
I usually don't use the forums unless I have something really important to say and its bugging me.

So here it is, a list of things DDO has yet to do and yet should be done.

#1. Druids

Seriously. I think this is the most widely anticipated class of the bunch. We keep getting told druids are coming, but nobody seems to be willing to set a date.

I understand part of the problem might be the whole shapechanging thing. But maybe it doesn't have to be a complete shape change, maybe it can look more like an aura, like Arraetrikos extra large version of himself, or blur/displacement effects. The druid's shapechange ends up being an image of a bear (or tiger or whatever) superimposed over their regular shape.

Another part of the problem is the unusual array of spells that druids have, like Regenerate, Summon Shambling Mound, Earthquake (basically just knocks people down like a high level grease spell + damage, but should look really kewl), Animate Plants, Spike Stones, Entangle, Call Lightning, etc.

The whole point of druids is not to have another healing class. In many ways druids are more like nature wizards which just happen to have some healing magic. They combine healing with crowd control and damaging spells to make themselves useful. And they can wear a wee bit armour (so long as it is leather or hide) and use bows.

#2. Gnomes

While some people may point to halflings and say halflings are close enough visually to gnomes, that isn't the point really. The whole point of gnomes is their abilities. See the 3.0 or 3.5 D&D Players Handbooks to see what I am talking about, ie. hooked hammer proficiency [a new weapon maybe, just for gnomes?], +2 Con, -2 Str, +2 Vs Illusions, +1 to Illusion DC, +1 to hit kobolds and goblins [wow, gnome tanks will rock at low levels], dodge bonuses vs giants, +2 Listen, and then they automatically get spells! Although we all know gnome illusions are pretty weak, the dragon tattoo versions will probably be handy however.

With gnomes should also come a gnome house in Stormreach, including a series of F2P and P2P quests. A whole new area with illusionists, strange gizmos (wooooo, a working elevator which sometimes crushes people to death when they stand under it!), perhaps some kind of crafting oriented P2P series, etc. ie. It would be kewl if there was a quest that allowed people to unlock the ability to summon a weak iron golem. You do the quests, unlock the ability, spend a feat to get it, you spend enhancement points to improve it over time, and eventually you unlock it on epic.

#3. Paladin Mounts

Seriously. How hard is it to give paladins the ability to Summon Mount at 5th level? Its a horse, it rears up and stomps baddies. Its immune to fear effects. It would be kewl if you could actually ride the horse, but its not a necessity. Just having it as a companion would be a welcome change. Note: This horse should progress and become tougher based on the paladin's level, just like iron defenders.

#4. Basic Crafting

The ability to craft your own weapons and armour (or scribe scrolls, make wands) doesn't have to be extremely complicated, but it should require TIME. ie. It should take roughly the time required to do 7 medium sized quests.

Furthermore it should involve gathering ingredients, such as blades of the dark six, etc. to provide the necessary material components to make a simple masterwork weapon.

Once you have the masterwork weapon, then you complete a short quest which allows you to imbue the weapon magically (this quest should only be able to be repeated once every 3 days, and it would be nice if it was a free raid).

This weapon should then be binded to character (not to account), because the individual who made it should be loathe to part with it. (Furthermore this prevents people from going nuts trying to craft weapons constantly and trying to sell them or pass them to alts.)

So now you have a +1 weapon. Nothing special really, but you can now use it with other crafting recipes which will let you turn it into a +1 fire, pure good weapon of whupass. And it has a guild slot, and it can be given alchemy force damage. Or some similar item. Sure, you could probably get roughly the same thing on the auctions, but its the process that is fun and the personal pride that comes with it.

(This weapon should then have +3 quest series at higher level, a +5 and eventually an epic version. In theory that longsword you made at level 4 might stay with you all the way to level 20.)

#5. Religion

Right now there is really only one major religion in Stormreach and that is the Silver Flame. They're the only ones you can actually earn favor with. It would be nice if there was a series of Emerald Claw quests that you could also earn favor with, and perhaps other religions too which are competing for our attention. Sounds like a good source of F2P questing right there.

#6. F2P Raids / More Dragon Quests

I was asked by a new guild member recently what raids are Free 2 Play. I went down the list and told him that Tempest Spine was the only one and it was level 10 (he was circa level 6 and rather disappointed to hear this). I firmly believe however that there needs to be more lower level raid quests which are F2P, not just because it adds interest and something exciting to do in the game, but because it whets the interest of players that they will be tempted to buy other raid packs.

Its funny how few quests in DDO have dragons in them when you consider the name of the game. There is definitely a shortage. Thus it would be nice if any new F2P raid quests included a significant dragon theme. It doesn't even have to be literally dragons... wyverns would be nice too.

So here's some fun raid-esque ideas as examples.

Steal the Dragon Eggs (with an optional to kill the young adult red dragon; the quest giver intends to ransom the eggs back to the dragon, but if you kill the dragon he gives you **** loot, but you will probably still be smiling because you got extra chests from killing the dragon anyway), CR 5

Weaning the Hatchlings (the same quest giver is stuck with the dragon eggs because the dragon suddenly went missing. To keep them safe in the meantime he hid them in an abandoned temple inside Tangleroot [which unfortunately people would need to pay to get access to], but they hatched and got into a section of the temple occupied with spiders... the quest is to rescue the dragon hatchlings, kill the spiders, lure the hatchlings back to their nest, not kill any of the hatchlings in the process which will no doubt be spitting fire constantly, and activate some kind of force wall and then dimension door the heck out of there.), CR 10.

Wrath of the Dragon (the mother dragon reappears, but she is really ****ed off. Her children are grown up and razing villages already, but the level of destruction she does on a section of Stormreach where our quest giver makes her home is awesome to behold. Rescue the commoners, put out the fires, rescue the quest giver, kill or pacify the dragon (possibly a complicated series of diplomacy checks or tasks, but if you do it that way you don't get the dragon's loot), CR 15.

Flight of the Dragon Horde (the quest giver returns, but now his evil plot is revealed and you wonder why you ever rescued him and his hatchlings in the first place because you have to battle multiple flying dragons at once while they attack a merchant armada of flying ships... make your way from one ship to the next, battle each dragon attacking each ship, and do it on a time limit before the dragons destroy each ship in order. If you fail to kill the dragon and get to the d door on time, the ship explodes and everyone on board dies and ends up in a different section of the quest.), CR 20.

Or something similar. I don't expect my ideas to actually be used, they're just meant as an examples.

#7. More Classic D&D Monsters

This may take awhile to do but the following is a list of Classic AD&D / D&D monsters which should be introduced to the game sometime. Some of the ones on the list below aren't even classics, but I've included them because they are exceptionally interesting.

Banshee
Displacer Beast
Dopplegangers
Drakes (small wingless dragons, yeehaw!)
Erinyes
Griffons
Goblins (seriously, why no goblins? Maybe they could be introduced with gnomes, since they're mortal enemies)
Hag, Green, Sea or Night
Hook Horror
Hydra
Mimic (Pity the poor newb who gets attacked by a chest when they open it...)
Nightmare (if you introduce paladin horses, a quest with nightmares would be nice too)
Nymph (more dangerous than you think)
Owlbear (Such a classic.)
Phoenix
Sea Elves (Think drow are nice? Just think of all the people who would be willing to P2P a sea elf. Introduce tridents as a throwing weapon while you are at it.)
Snakes (Come on! We've got scorpions and spiders already, where are the giant snakes?)
Sirines and/or Merfolk
Stirges (oh gawd, people are going to hate me for wanting to introduce this classic baddie)
Tarrasque (this one would have to be an epic raid to get a genie, battle the tarrasque, use the genie to prevent the tarrasque from regenerating, and beat the godzilla of all D&D monsters)
Umber Hulk
Werewolves (complete with the ability to temporarily contract lycanthropy as a disease and turn into a werewolf, not at will but randomly! The disease should be more annoying than a benefit.)
Wyvern
Zaratan (This is my personal favourite. Whats not to like about a giant turtle with an island on its back being used by pirates as a base?)

#8. Roleplaying Oriented Choose-Your-Own-Adventure Story Lines

Imagine for a moment entering a quest with an exponentially exploding storyline that requires people to make decisions which will effect the story and give alternate endings.

You choose A, B or C options near the beginning of the quest based on conversations with NPCs (or even the classic pick 1 of the 3 doors scenario), thus locking out the options you don't pick. Farther into the quest you are given another 3 options. Near the end you are given 3 more. The end result is 27 different ways to end the quest, with perhaps 27 different named baddies with unusual loot to choose from.

I realize that we can't force people to roleplay their characters, but I do like seeing more options for roleplaying influenced decision making in the game.

#9. More Guild Ship Options

It would be nice if there was a 3rd company/style of guild ship available at levels 35, 65 and 95. It could be the creme de la creme (and not cheap obviously) and perhaps even an unusual shape (ie. catamaran?)

Furthermore this 3rd brand of guild ship could come with extra crew, such as minotaurs moving cargo boxes, serving wenches, dancing girls, sailors scrubbing the deck, and maybe some extra guild buffs only available on this type of ship.

#10. Fix existing problems.

Examples:

The ranger summoned critters are seriously gimped at certain levels, making them practically useless.

The Slow spell really doesn't do much to slow them down. Its barely noticeable.

Sleet Storm effects party members too much. Its an useful spell to use on enemies, but party members get really annoyed when you experiment with it. (Its an awesome spell to cast when you're being chased and need a quick getaway but don`t have dimension door yet, but that is really all it is good for right now.)

#11. Divining Magic

Some of you may have noticed there is no Detect Magic spell, something which is a staple of regular D&D. Heck, divining magic is almost non-existent. Detect Secret Doors and True Seeing are just 2 of the very few divining spells. I am sure something could be done to remedy this. Examples:

A Wizard Eye (aka Arcane Eye) spell could reveal the unlocked sections of the map ahead, an useful tool when starting a new dungeon you don't know (or are lost, don't know the quest that well).

Clairaudience/Clairvoyance could dramatically increase your spot and listen skills, boosting your ability to see/hear hidden creatures, notice drafts from secret doors, and even notice traps better (a good thing to cast on the rogue).

Foresight really just provides an insight bonus to AC and saves, but its useful regardless.

And while we are at it, where is the Paladin ability to Detect Evil? Seems like an useful ability which has been sorely overlooked. True, most baddies are evil anyway, but it would be nice to have a little warning text flash in the middle of the screen when you come to a locked door and ... You sense evil nearby...

There is lots of other spells yet to be added too... We need more variety.

#12. More Weapons

Please, please make spears and javelins. And shortspears for 1 hand. And longspears for two-handed fighting. We`ve seen the quarterstaffs that look like spears, but its not the same. Tridents would also be nice.

Slings and sling bullets would be nice too. They`re classics.

You don`t have to make lots of polearms either, but halberds would be nice. Make them so big that greataxes seem small. (Its not the size of your halberd, its how kewl it looks when you use it.)

Flails would also be kewl. They would look exceptionally unusual in combat. Same goes with nunchuku for monks.

Scythes would probably be the most sought after thing however, especially for barbarians wanting those x4 critical hits.

Hand crossbows could be useful too, for anyone wanting to use a shield and still shoot into melee with one hand.

A magical stunning sap which we can find in a rare`s chest (counts as a handwrap maybe) would be kewl too.

Same goes with a magical spiked shield. Almost no one uses shield bashing. (Probably because there is a huge negative to hit and damage when using shield bashing, even with the feats.)

#13. More Explorer Zones

Examples:

A thieves den part of the city, sewers, taverns, bar brawls, street fighting, tavern wenches, rowdy sailors... perhaps on an island just off the shore from Harbor and you have to swim to the quest entrance.

Waterworks could be expanded again (some of you may remember when it wasn`t even a slayer zone). Make it even bigger and include explorer options. Maybe even have tunnels which connect the Waterworks to Cerulean Hills, the Thieves Den mentioned above, the Steam Tunnels and Searing Heights.

Speaking of Searing Heights... what is with the gaping large middle section on the map? You can`t get up there, but there is obviously something of interest there. Please add a quest there. Heck, add 4 quests in that whole region. A drow quest, a fire elemental quest, undead, worgs and wolves, etc.

The Steam Tunnels could also be expanded and more quests added to the adventure pack accompanying it.

More Examples:

If you joined the game a long time ago you might remember something called Kobold Island which you could go to in the North Harbor (before it was closed down and later became the Inspired Quarter). Kobold Island could be revamped and brought back with more things to do and some F2P quests on there. Give the island some snakes, an umber hulk, a hydra and a green hag to make it extra interesting.

Make a reaaaaaaally beautiful explorer zone. Tangleroot is beautiful. So is Vale of Twilight, but I want the DDO designers to try and outdo all their previous efforts. Make something so beautiful it will blow our minds. Trees, plants, crystal clean lakes, water fountains, old broken sculptures, cliff side vistas, beautiful sunny skies, elven archers jumping from the trees and attacking us with insane madness, merfolk ambushes with tridents, sirines mesmerizing our brains, griffons, a phoenix, whatever beautiful and deadly things you can throw at us.

A mountain explorer zone, complete with avalanches which can be set off using sonic spells or by a rogue. Sheer cliffs, lots of climbing and jumping, maybe an abandoned catapult which shoots you up into the air like a steam vent.

Make an explorer zone with a level range of 1 to 20, and three sets of slayers to choose from suitable for levels 1 to 7, 8 to 14, 15 to 20. And three sets of rares to choose from as well. Rares, Ultra Rares and Uber Rares. Whatever you wanna call it. If you combine this with the mountain idea above you could have the lowbie stuff on the lower slopes of the mountain, and the higher up the mountain the more deadly the critters become. If you cap the slayer at 400 for the lowbies, 750 for the middle range, 1500 for the uppers it should make for an interesting zone. (Note: The Slayer and Rares for this zone should not be automatically bestoyed, but instead you have to talk to 6 `bounty hunter` quest givers who require you to be a certain level to go after them. The quest givers then give rewards for each rare token turned in.)

#14. Adventure Combo Packs

I see in the DDO store that there is now the option to buy all the Necropolis Quests together. I think it would be great if more combo packs were created, ie. Marketplace Combo Pack (including STK, Chronoscope, Sharn Syndicate and Catacombs). No doubt other combo packs could be created for mid-level and high level quests.

Or even one giant combo pack of everything in perpetuity, so you never have to buy another pack again, but it costs a bit more because it includes all future packs which have yet to be made and released.

#15. Surprise Us Something REALLY Unusual

ie. A quest where the party is captured and enslaved, our inventory gear is locked out, we`re all wearing starter rags and we can only use spells with no spell components (or if we loot dead baddies and get their spell components), the weapons and items we find, etc, until we kill the boss and get our loot back. (Leaving the quest gets your stuff back, but you can`t re-enter because its a raid maybe.)

Chronoscope is nice. The Plane of Night is nice too. But think weirder.

Zaratan, floating islands, flying citadels, rickety bridges that fall apart, catapults that fling us into the upper atmosphere, moving objects or buildings, battering rams, drawbridges (maybe a whole castle quest where we have to get inside and work our way through the castle), a monster (Tarrasque maybe) so big we can see it from the distance and we can`t possible fight it in melee because it auto overruns you and it can cause earthquakes, knocking the party down + injuring us from a distance too.

I hope this post inspires the game designers to create something that will really blow our minds.

:)



1. Increase Level

2. More raid quests

3. Druids

:)

dodger72
03-28-2011, 07:54 AM
Uhm....the fly spell usable in quests and in public areas? just a thought (expects a bashing and ducks)

ClashM
03-28-2011, 07:57 AM
Uhm....the fly spell usable in quests and in public areas? just a thought (expects a bashing and ducks)

*Throws a duck at you*

Actually fly is supposed to be a dragonmark ability and FvS are able to fly in PnP I think?
The fly buff in Reaver's is kinda lame. It needs animating! Heck if they want to be lazy just reuse swim anims. ;P

Seikojin
03-28-2011, 02:45 PM
I think a ton of these are great ideas. Unfortunately, I also see how game breaking they would be with ddo.

I think one of the coolest would be adventures with choices that have a real impact.

Soljargon
03-31-2011, 11:18 AM
#32. Optional Side Quests

You know how sometimes you will be exploring a quest or zone and you will come to the entrance of something, but there's nothing actually there? Or its barricaded so you can't go any farther?

Lets take for example "the road block" inside Kobold Assault.

I think it would be fun if after you complete the Kobold Assault quest (and similar quests) if the team had the option of going into a side quest which is further inside... You go to the road block and there is an option to climb over it and enter another quest, ie. like hunting down the troglodyte leader who sent all those damn kobolds in the first place. Sure, you killed the trog chieftain, but you can be sure even he is taking orders from another trog further up the ranks.

Another example is the chunk of map inside Searing Heights which cannot be reached. There is a building up there, and presumably a quest that is just waiting to happen.

And its not as if side-quests haven't been done before. ie. The Sacred Helm used to be a side quest INSIDE the Shan To Kor series, but then it was later moved so the quest giver was inside the Steam Tunnels in the hopes people would do the side quest more often.

That I think is the one downfall of sidequests, you have to pass through another quest (or even complete it) to get to the side one. But if there is XP, favor and loot involved people will do them.

Plus I find side quests are interesting on a story telling level, because then you learn more about the story and why they were attacking you in the first quest anyway.

#33. And heck while I'm at it, another chapter in the Kobold Assault series...

First the kobolds version in the harbor, then the hobgoblin version in the Marketplace...

But how about a 3rd, even tougher version?

ie. Minotaurs and minotaur shamans... being led by a dragon! Kill 200 minotaurs and defeat the dragon to finish.

We need more dragon quests anyway... and a horde of minotaurs plus a dragon attacking the castle sounds like fun to me.

Note: MAKE AN EPIC VERSION!