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Trilian
05-04-2015, 01:15 PM
Hello all -

I am a huge RPG MMO fan. I have not had a note worthy experience since Dark Age of Camelot, which I played for a solid 8 years.
It had a diverse arrangement between, establishing yourself within the PvE area to your own realm, and then going head to head for other realms keeps and castles, in PvE.
I am a heavy PvE group dynamic player for gaming experience . Alas, most of these games, become streamlined, to insta level and gear yourself to the top tier PvE zone. Alienating the PvE group community.

So--- Can anyone offer me any insight on the start level group dynamic/play style, to the later level group dynamic/play style?

For instance in Dark Age of Camelot --- It was strongly based, on a multiple pull/heavy pull coordination. Where you would need the Tank to take heavy agro, and secure against essential healer safety, with the extensive crowd control/group support players, working the relief. I was a minstrel, that was a hybrid damage dealer, group support, crowd control player... so I was always active and always fufilled, until things got streamlined as I said.

It was big on Arthurian Celtic and Norse legend, between each realm, going deep and wide into lore and quests, to that extent.

What could I expect, similarly or differently, with DDO?

Loromir
05-04-2015, 01:20 PM
Hello all -

I am a huge RPG MMO fan. I have not had a note worthy experience since Dark Age of Camelot, which I played for a solid 8 years.
It had a diverse arrangement between, establishing yourself within the PvE area to your own realm, and then going head to head for other realms keeps and castles, in PvE.
I am a heavy PvE group dynamic player for gaming experience . Alas, most of these games, become streamlined, to insta level and gear yourself to the top tier PvE zone. Alienating the PvE group community.

So--- Can anyone offer me any insight on the start level group dynamic/play style, to the later level group dynamic/play style?

For instance in Dark Age of Camelot --- It was strongly based, on a multiple pull/heavy pull coordination. Where you would need the Tank to take heavy agro, and secure against essential healer safety, with the extensive crowd control/group support players, working the relief. I was a minstrel, that was a hybrid damage dealer, group support, crowd control player... so I was always active and always fufilled, until things got streamlined as I said.

It was big on Arthurian Celtic and Norse legend, between each realm, going deep and wide into lore and quests, to that extent.

What could I expect, similarly or differently, with DDO?

While grouping within DDO is encouraged, and their is a nice grouping interace. The game can be easily solo'd at all levels. THere are a few quests that impossible to solo. Really, DPS and self healing is the name of this game.


This is not to say that a tradtional group of a: Tank, Melee DPS, Spell DPS, crowd controller, Trapper, Healer wouldn't be viable in this game...and you might find some like minded groups who like to play that way...it is not the norm.

bsquishwizzy
05-04-2015, 01:28 PM
Hello all -

I am a huge RPG MMO fan. I have not had a note worthy experience since Dark Age of Camelot, which I played for a solid 8 years.
It had a diverse arrangement between, establishing yourself within the PvE area to your own realm, and then going head to head for other realms keeps and castles, in PvE.
I am a heavy PvE group dynamic player for gaming experience . Alas, most of these games, become streamlined, to insta level and gear yourself to the top tier PvE zone. Alienating the PvE group community.

So--- Can anyone offer me any insight on the start level group dynamic/play style, to the later level group dynamic/play style?

For instance in Dark Age of Camelot --- It was strongly based, on a multiple pull/heavy pull coordination. Where you would need the Tank to take heavy agro, and secure against essential healer safety, with the extensive crowd control/group support players, working the relief. I was a minstrel, that was a hybrid damage dealer, group support, crowd control player... so I was always active and always fufilled, until things got streamlined as I said.

It was big on Arthurian Celtic and Norse legend, between each realm, going deep and wide into lore and quests, to that extent.

What could I expect, similarly or differently, with DDO?

The dynamic used to be a group heavily reliant on each other. However, unless you are in a static group, or in a fairly close-knit guild, you need to have decent self-healing and be able to do decent DPS or Crowd Control.

I’m in a group that relies upon one another. And my guild is fairly close-knit, so we work with each other. But I’ve been in public groups guilds that are basically every person for themselves.

My suggestion is that you look for like-minded people and establish a few friends that want to run groups like you do, and you’ll be happy.

UurlockYgmeov
05-04-2015, 01:33 PM
First - if you decide to play- welcome. Bring moar friends with you.

DDO supports MANY different play styles. From Solo to PUG (Pick Up Group) to static to roleplaying to permadeath to etc.

Step in - give it a whirl - you'll probably like it and will evolve (eventually) through all the primary and some of the secondary play styles.

ddowiki.com is your best friend!

Dandonk
05-04-2015, 01:34 PM
My suggestion is that you look for like-minded people and establish a few friends that want to run groups like you do, and you’ll be happy.

I will second this. DDO -can- be a great group experience, with tank, dps, healer and cc'er all working great together. But in most pugs, this is not the case. So... find a guild that fits you - they are definitely out there.

DDO is a great game, IMO. Been playing since launch in EU... all those many years ago. You can build and play a huge variety of different builds, picking and choosing what you want to be able to do.
It has fast-paced tactical gameplay, so it's a bit different from the normal MMO-style of stand and click 1-2-3.
Quests are lovingly crafted and have fun encounters, traps and monsters... along with some downright evil moments :)

So, welcome - come on in, and give it a try. DDO is F2P, and the lowlevel content is almost exclusively free. So you can definitely play for a bit before deciding whether to throw money at it.

TeacherSyn
05-04-2015, 01:35 PM
Hello all -

I am a huge RPG MMO fan. I have not had a note worthy experience since Dark Age of Camelot, which I played for a solid 8 years.
It had a diverse arrangement between, establishing yourself within the PvE area to your own realm, and then going head to head for other realms keeps and castles, in PvE.
I am a heavy PvE group dynamic player for gaming experience . Alas, most of these games, become streamlined, to insta level and gear yourself to the top tier PvE zone. Alienating the PvE group community.

So--- Can anyone offer me any insight on the start level group dynamic/play style, to the later level group dynamic/play style?

For instance in Dark Age of Camelot --- It was strongly based, on a multiple pull/heavy pull coordination. Where you would need the Tank to take heavy agro, and secure against essential healer safety, with the extensive crowd control/group support players, working the relief. I was a minstrel, that was a hybrid damage dealer, group support, crowd control player... so I was always active and always fufilled, until things got streamlined as I said.

It was big on Arthurian Celtic and Norse legend, between each realm, going deep and wide into lore and quests, to that extent.

What could I expect, similarly or differently, with DDO?

Hello and thanks!

I'm just a player among others, but here's some bullet points I can add for your questions.

DDO, set in and based on the Campaign world of Eberron, is an IMMENSE world of nearly 400 quests, 37 free-to-roam wilderness areas and 20 raids. Unlike some MMOs, DDO is a very matured and generally stable world based on D&D rules. If you've played the older Neverwinter Nights or Baldur's Gate games, or even desktop D&D, you already know a lot of what you need.

DDO encourages (though not requires) parties and cooperation. From pick-up groups to guilds of all sizes and kinds, the game provides a strong player-based support. Now some will comment that many players are too solitary and groups are fewer. This is true, but it's less the fault of the game design and more the attitude of the players who, in my opinion, play less to the D&D cooperative style and more like other MMOs. Others will have a say in this.

DDO provide guild airships, a repository/clubhouse for group buffs and storage that grows as a guild itself gains renown, or guild XP.

A player can start the game completely free and play that way without a cent. To play more quests, you can use various game currencies and "favor" to unlock classes, races, and earn Turbine Points to buy adventures. This can be a slow process, so many people who don't go the subscription route that unlocks nearly everything (VIP) often go the Premium route, buying what they want but otherwise not paying any monthly fee.

While there are some special characters you can start instantly to get started at level 15 out of 28 current levels, DDO allows you to start at level 1, or, with unlocked game favor, level 4 and 7.

You can eternally reincarnate your character when you're ready to put them in another class or race, or reroll portions of them during their lives as well.

The heart of DDO is the versatility of the player base where you're likely to find anyone that shares your interest to play and how you want to play. Stealth? Sure. Power leveling? Yep. Epic adventures? Definitely. Raids. Absolutely. And, as you discovered here, we have a very active forum, with many fans making fansites (like me) and unofficial other resources that help the player. We have a very large unofficial wiki as well.

The D&D classes run the character themes, but, from armor appearances to enhancement varations, you can make yourself as much as a rogue, or ninja, or paladin or mage with as much cosmetic flair as you desire.

That's probably a good start, so I'll let others chime in.

Arianrhod
05-04-2015, 01:49 PM
Hello all -

I am a huge RPG MMO fan. I have not had a note worthy experience since Dark Age of Camelot, which I played for a solid 8 years.
It had a diverse arrangement between, establishing yourself within the PvE area to your own realm, and then going head to head for other realms keeps and castles, in PvE.
I am a heavy PvE group dynamic player for gaming experience . Alas, most of these games, become streamlined, to insta level and gear yourself to the top tier PvE zone. Alienating the PvE group community.

So--- Can anyone offer me any insight on the start level group dynamic/play style, to the later level group dynamic/play style?

For instance in Dark Age of Camelot --- It was strongly based, on a multiple pull/heavy pull coordination. Where you would need the Tank to take heavy agro, and secure against essential healer safety, with the extensive crowd control/group support players, working the relief. I was a minstrel, that was a hybrid damage dealer, group support, crowd control player... so I was always active and always fufilled, until things got streamlined as I said.

It was big on Arthurian Celtic and Norse legend, between each realm, going deep and wide into lore and quests, to that extent.

What could I expect, similarly or differently, with DDO?

Grouping - DDO is very soloable, as the previous poster noted, but it is possible to do a lot of fun & challenging grouping. Personally, I'd recommend a static group or permadeath guild, as pickup groups tend to have a wide range of experience/gear, and it's easy to find oneself in a group where one or two people race through the whole quest while the rest are still sitting at the entrance wondering how to start. As for level to start grouping, I'd guess around 5th to 7th level might be where most people (new players, not multiple-past-life vets) would start feeling like grouping might be a more fun way to get through quests on elite than solo.

DDO is a very different style of game than DAOC. Almost no PvP, only one realm (all new characters start in the same place except for special Iconics), and no open world hunting. Everything is instanced, even the explorer zones, so the only people you'll encounter while questing are those in your group. Also, XP is awarded for quest completion, not per kill, so leveling strategies tend to focus on the fastest way to complete quest objectives, rather than finding good leveling spots & chain-pulling ;) DDO tends to appeal most, IMO, to people who like designing interesting builds and playing with weird class combinations; where else can you find paladin/rogues & Halfling shuriken specialists? :D

As for lore....well, there is actually a fair amount there, but you kind of have to work at finding it. A lot of it is in the questgiver dialog, which impatient xp-per-minute players don't like to wait around for you to finish reading, and a fair amount of it you just have to know in advance to catch the references as they appear. Following a storyline from beginning to end can take some determination and a good memory - the Stormreaver story arc, for instance: chances are you won't just do one quest after another until the story is done; instead you'll do a lot of unrelated stuff in between to level up, and by the time you get to the end you may have completely forgotten that the boys in Waterworks gave you the first clue that set you on the trail.

Anyway, the game isn't for everyone, but those of us who like it really like it a lot - there's just nothing else quite like it out there :)

Greantun
05-04-2015, 01:55 PM
Hello all -

I am a huge RPG MMO fan. I have not had a note worthy experience since Dark Age of Camelot, which I played for a solid 8 years.
It had a diverse arrangement between, establishing yourself within the PvE area to your own realm, and then going head to head for other realms keeps and castles, in PvE.
I am a heavy PvE group dynamic player for gaming experience . Alas, most of these games, become streamlined, to insta level and gear yourself to the top tier PvE zone. Alienating the PvE group community.

So--- Can anyone offer me any insight on the start level group dynamic/play style, to the later level group dynamic/play style?

For instance in Dark Age of Camelot --- It was strongly based, on a multiple pull/heavy pull coordination. Where you would need the Tank to take heavy agro, and secure against essential healer safety, with the extensive crowd control/group support players, working the relief. I was a minstrel, that was a hybrid damage dealer, group support, crowd control player... so I was always active and always fufilled, until things got streamlined as I said.

It was big on Arthurian Celtic and Norse legend, between each realm, going deep and wide into lore and quests, to that extent.

What could I expect, similarly or differently, with DDO?

I agree with everything said so far. It is possible to solo, run in pugs, and find a static group to play with.

Not to plug anything, but my static group is looking for 2 new members, and we will be starting back at level one on May 31st. Check it out here: https://www.ddo.com/forums/showthread.php/459697-Static-Group-Starting-May-31-meets-Thursdays-and-Sundays

Trilian
05-04-2015, 02:44 PM
Thanks all for the insight, gave me a good idea of what to expect.

I think I forgot to add something. I learned about DDO in googling 2016 MMOs, it was on the list...but then I saw it was released in 2006.

Is it due for a rerelease, or is the same old game, the pride and glory to continue?

Dandonk
05-04-2015, 02:54 PM
Thanks all for the insight, gave me a good idea of what to expect.

I think I forgot to add something. I learned about DDO in googling 2016 MMOs, it was on the list...but then I saw it was released in 2006.

Is it due for a rerelease, or is the same old game, the pride and glory to continue?

I haven't heard anything about a new expansion, but who knows.

Since 2006 there's been two expansion packs, and a load of smaller updates. More races, classes, revamps of the combat system, enhancement system, random loot gear drop system, cap raised from 10 to 28, added epic destinies, True Reincarnation systems (the hamster wheel goes round and round), and lots and lots of stuff. The game isn't really the same anymore. Mostly that's a good thing, though old gits like myself can get nostalgic at times :)

Phoenix-daBard
05-04-2015, 02:54 PM
Thanks all for the insight, gave me a good idea of what to expect.

I think I forgot to add something. I learned about DDO in googling 2016 MMOs, it was on the list...but then I saw it was released in 2006.

Is it due for a re-release, or is the same old game, the pride and glory to continue?

DDO is constantly being built upon and reinvented. This is why there are about 400 quests in the game (and none of it is collecting 6 rats). People who leave the game for awhile and come back often end up learning the game over again because of this.

Trilian
05-04-2015, 03:37 PM
sweet. sounds really cool to check out. I will be on and active sometime this week, soon as I get a new set up.

Flavilandile
05-05-2015, 03:54 AM
Thanks all for the insight, gave me a good idea of what to expect.

I think I forgot to add something. I learned about DDO in googling 2016 MMOs, it was on the list...but then I saw it was released in 2006.

Is it due for a rerelease, or is the same old game, the pride and glory to continue?

Yes the game is going on his 10 years. But compared to the original game lots of things have changed, and it's definitely not the same game anymore.

Every few month we get a new update that add more quests and make various system changes.

As some have stated ( but it really needs to be put in bold ) DDO compared to almost all the other MMOs have some very important things :
- No PVP ( well there is some PvP, but it's in arenas or specific instances created for that purpose and only for that purpose, you cannot stumble upon these instances by accident )
- Heavily instanced. Once you leave the public areas you will enter a private instance just for you and your party, no kill steal, no spawn point farming.
- The quests are all real quests.... the bring back 10 rat skins, go there and bring a message quests are beyond rare and when they exist ( Kill 60 Kobolds in Butcher Path for example ), they are
an objective towards the quest completion in the middle of other objectives ( again in Butcher Path, the main objectiveis to go through the Butcher Path to the exit... the Kobolds are just in the middle of the way )
- The world is not an open world... so to go between two of the furthest public areas in the world it takes less than 5 minutes.
- The combat system is really active, a bit like an FPS... as the position you have compared to the mob you are hitting is important...
- The combat system is not cycle through abilities as soon as they cooldown. True there's some abilities like that, but most of them have a tactical usage as they have a limited number of activation between rests
( you use them when it bring out the best, and you don't keep spamming them )
- There is more than one way to have a good character. Every character is unique... and you can achieve the same thing with different character builds.
- Originally the real purpose of the game was the adventures to level... Once you reached Level Cap, you were done.
( except for doing a few raids to get better items... but once you had them you parked that character and restarted with a new one )
This has changed with the Reincarnation mechanism that allows you to restart with the same character...
And it's what is the big thing nowadays people just quest to level, reach level cap, and then Reincarnate to play another build.
( depending on the reincarnation they restart from scratch, midway or at Epic level with a small perk for the past life )
But you can still play it like it was originally thought.

Kriogen
05-06-2015, 03:01 AM
...
For instance in Dark Age of Camelot --- It was strongly based, on a multiple pull/heavy pull coordination. Where you would need the Tank to take heavy agro, and secure against essential healer safety, with the extensive crowd control/group support players, working the relief. I was a minstrel, that was a hybrid damage dealer, group support, crowd control player... so I was always active and always fufilled, until things got streamlined as I said.

It was big on Arthurian Celtic and Norse legend, between each realm, going deep and wide into lore and quests, to that extent.

What could I expect, similarly or differently, with DDO?
Yes. You can do that in DDO. This works in DDO and it works very good. But it's not the only thing that works.

You can play like that, traditional Dungeon&Dragons party is Fighter(tank), Rogue(DPS), Wizard(CC), Cleric(Heal), but you can also go with 6 Rambos or 6 Terminators ...

For example Cleric (the Healer) gets Heal spell but also Harm spell. It can keep you alive, but also kill you. It's also not squishie (can for example use Heavy Armor like Fighter) and even has spells/abilities that can make it a solid fighter. Also gets crowd control spells, damage spells and even insta-kill spells.

In DDO, no class is really pure, single function. Everything is a bit hybrid.

And then theres multiclassing. You can mix up to 3 classes. In most cases result sucks. But if you do it right, you can get some amazing results.

And at level 20 you can add Epic Destinies.

By the way, never played DAoC, but Mistrel sounds like Bard.

janave
05-06-2015, 03:22 AM
DDO starts a bit slow, as most of the active abilities are given out at later levels. The early instances feel mostly tutorialish and straight hack and slash is common to the end. If you want to get a good sample of the game, probably worth going to at least lvl 16-18.

Characters in DDO can be successful healers/dps-ers and cc-ers. There is not really one group formula to succeed, there are some cases where even a melee guy is better to kite with a ranged weapon, where a caster might be better off hitting with a stick, or where the healer does the main dps, etc.

Give it a try, and keep in mind low level zones are really just a warmup session.

Ykt
05-06-2015, 03:29 AM
So--- Can anyone offer me any insight on the start level group dynamic/play style, to the later level group dynamic/play style?

For instance in Dark Age of Camelot --- It was strongly based, on a multiple pull/heavy pull coordination. Where you would need the Tank to take heavy agro, and secure against essential healer safety, with the extensive crowd control/group support players, working the relief. I was a minstrel, that was a hybrid damage dealer, group support, crowd control player... so I was always active and always fufilled, until things got streamlined as I said.


If you want to keep the same hybrid character, you should play a Bard.
After you enter the game you will see there are public groups open at all levels.
People are constantly rebuilding their characters from lvl 1, so there's always players at low levels.

If you choose a server, choose Khyber.

moomooprincess
05-06-2015, 07:13 AM
My advice on server selection

https://www.ddo.com/forums/showthread.php/457233-New-player-looking-for-advice-on-server-choice?p=5563918&viewfull=1#post5563918

If you could find a group that actually plays the way that you wrote, you will be utterly successful.

Tscheuss
05-06-2015, 08:59 AM
Pay close attention to your character creation. You have a lot of control over your character's features, which means you can cripple one as easily as make one solid. Freedom of choice is strong in DDO. :)

Augon
05-07-2015, 05:37 PM
Hello and thanks!

I'm just a player among others, but here's some bullet points I can add for your questions.

DDO, set in and based on the Campaign world of Eberron, is an IMMENSE world of nearly 400 quests, 37 free-to-roam wilderness areas and 20 raids. Unlike some MMOs, DDO is a very matured and generally stable world based on D&D rules. If you've played the older Neverwinter Nights or Baldur's Gate games, or even desktop D&D, you already know a lot of what you need.

DDO encourages (though not requires) parties and cooperation. From pick-up groups to guilds of all sizes and kinds, the game provides a strong player-based support. Now some will comment that many players are too solitary and groups are fewer. This is true, but it's less the fault of the game design and more the attitude of the players who, in my opinion, play less to the D&D cooperative style and more like other MMOs. Others will have a say in this.

DDO provide guild airships, a repository/clubhouse for group buffs and storage that grows as a guild itself gains renown, or guild XP.

A player can start the game completely free and play that way without a cent. To play more quests, you can use various game currencies and "favor" to unlock classes, races, and earn Turbine Points to buy adventures. This can be a slow process, so many people who don't go the subscription route that unlocks nearly everything (VIP) often go the Premium route, buying what they want but otherwise not paying any monthly fee.

While there are some special characters you can start instantly to get started at level 15 out of 28 current levels, DDO allows you to start at level 1, or, with unlocked game favor, level 4 and 7.

You can eternally reincarnate your character when you're ready to put them in another class or race, or reroll portions of them during their lives as well.

The heart of DDO is the versatility of the player base where you're likely to find anyone that shares your interest to play and how you want to play. Stealth? Sure. Power leveling? Yep. Epic adventures? Definitely. Raids. Absolutely. And, as you discovered here, we have a very active forum, with many fans making fansites (like me) and unofficial other resources that help the player. We have a very large unofficial wiki as well.

The D&D classes run the character themes, but, from armor appearances to enhancement varations, you can make yourself as much as a rogue, or ninja, or paladin or mage with as much cosmetic flair as you desire.

That's probably a good start, so I'll let others chime in.

Is turbine looking for a new PR person??? If so, I vote for teachersyn! Excellent synopsis of the game!

Knightjim323
05-08-2015, 08:09 PM
You should definitely check it out, it is free just need to spend some time to try it out. I too was a Dark Age of Camelot player and did enjoy the games grouping quite a bit. However RvR is what kept me playing for so long. DDO does have excellent grouping, most of the game you are doing "Instanced Dungeons" and can bring a group or solo.

I have to say DDO is probably one of my favorite MMORPGs when it comes to grouping with friends or others. I love going into a dungeon with friends/random people and all of us have never done it before. It is a ton of fun trying to figure it out and survive. The only thing that is sort of off putting to me was custom characters, there is so much customization. But you can also do things wrong I just have fun with it.

I say give it a go for sure!