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  1. #181
    Community Member Zzevel's Avatar
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    Quote Originally Posted by Zzevel View Post
    Start picking CLASSIC D&D Modules and implementing them into the game, bring D&D into DDO, a bit. This will bring back some of the D&D faithful who are unhappy due to the PtW or the PnP people who may not usually LIKE the MMO version of DDO...
    Schwing!

    https://www.ddo.com/forums/showthrea...ducer-s-Letter
    With the 40th Anniversary of Dungeons & Dragons, we’ll also be introducing a tribute to the classic Ed Greenwood moduleHaunted Halls of Eveningstar. This dungeon will have a version matching the published module, and an extended version using Ed’s unpublished notes that introduces you to Whisper’s Crypt. The Original Elminster (Ed) will provide the Dungeon Master voice and an optional author’s commentary around creating this beloved adventure.




  2. #182
    Community Member Chai's Avatar
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    Quote Originally Posted by ProducerRowan View Post
    Tolero isn't exactly anonymous, but I have a full summary that we review every week with senior executives.

    I'll file these under too early to tell (and definitely not promised)...

    - New class (we're discussing)
    - Housing (we're discussing)

    We have to choose where to invest, so if raids are really the thing and housing is useless let us know. Raids get a lot of forum traffic but not necessarily the player usage.
    How far back did you guys check before determining this? Many of the raids were run quite a bit when their loot was considered endgame loot. Now that only one raid has endgame loot, and you guys just handed 2 of those items to everyone who made a character before then, this is why raids do not get player usage nowdays. Also historically, raids came with packs (and even before content was for sale pre-F2P raids came with other content in most cases).

    Theres another message being sent here by the community. Raids were the last bastion of forced cooperation and social grouping left in DDO for a long time. Most of the rest of the game has turned into something most players can solo their way through with ease, or pay for the progress without even having to play. Raids have turned into the only thing separating DDO from becomming one of those single player game experiences, with the fact that there are many other people logged into the server being a mere technicality.

    Right now there is a ETR system in place where folks can add power to their character. Give them a reason to add that power, and it becomes a more viable system.
    Advocating repeated nerfs in the name of "balancing the game" then complaining about how DDO is moving away from D&D, is a direct contradiction in logic - D&D 3.5 (what DDO is based on) is not a balanced game. We can either have a balanced clone MMO with homogenized classes, or we can have a D&D game. We cant have both.

  3. #183
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    If I was a ddo producer, I would hire a monkey to head-up quality control.

  4. #184
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    Id add contingency and trigger spells to the game, along with lots of others that are missing.

  5. #185
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    - Fix longstanding bugs
    - Add content
    - Add even more content
    - Figure out what endgame means
    - Add even more fun
    - Figure out how to make group dynamics viable again
    - Add value to VIP, Premium and F2P programs
    - Lower the DDO Store costs to drive volume
    - Begin work on DDO2

  6. #186
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    - Fix longstanding bugs
    - Improve inventory
    - Add content
    - Add even more content
    - Figure out what endgame means
    - Add even more fun
    - Figure out how to make group dynamics viable again
    - Add value to VIP, Premium and F2P programs
    - Lower the DDO Store costs to drive volume
    - Begin work on DDO2

  7. #187
    Community Member goodspeed's Avatar
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    Quote Originally Posted by Darthsarlacc View Post
    Lets assume that you are a producer for ddo and you are given a directive to design a way to increase revenue for ddo. You can do this any way you want, you are given full liberties, from items, to game mechanics. What would you do?

    Any changes must have a guaranteed return on investment and must use the existing game as a base, no starting over.
    Skim profits, and then find a job elsewhere.
    Through avarice, evil smiles; through insanity, it sings.

  8. #188
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    1. Shift the focus to creating serialized content at cap to improve the end game. Bring a new adventure out every two weeks or so in the level 25-30 band culminating in a raid after about five or seven adventures. Charge 100 TP an adventure and 200 for the raid. Make the content interesting so that people want to buy it. By now the content creation tools should be mature enough and easy enough to use to make this profitable with a small team.

    2. Give players quality content they are willing to pay for instead of trying to introduce passive income systems like the Daily Dice. Stop introducing inconvenient systes that require you to pay money to avoid. (Astral shard teleporters.)

    3. Stop with the new systems and fine tune the current ones.

    4. Spend some time working on quality of life bug fixes to get the game to the point where all your resources can focus on point 1 above.

  9. #189
    Community Member deahamlet's Avatar
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    Figure out what my vision for endgame is, make a plan, post very rough ideas on the plan once a rough timeline is determined. Probably the vision would include raids, epics, more heroic content... and a complex system of epic gear that would include named loot and a new crafting system that doesn't suck. I don't know why people hate on the greensteel it was genius. Also the epic gear system would include raid loot and epic loot. I also think the idea of epic normal, epic hard and epic elite tier gear might be cool to keep but with an item upgrading said loot... and item to upgrade would be BTA while the base item would be BTCoE. The gear would also be tier-ed so you don't need EE gear from quest X to run quest X, but EE gear from quest Y would help you have a slight easier time in quest X. Fully epic hard gear load-out should give you a decent go at EE in raids and quests, but still requiring people to play smart.

    Raids would also not include babysitting or any NPC getting the kill or needing to be rescued, saved, escorted or any similar ****. Quests would avoid any mana draining abilities, but include incentives to do optionals like maybe new shrines or mana sources in hidden places or very nice XP or loot. Some loot would be farmable by ransacking some chest a bit inside the quest, but some super awesome gear would only drop in the end-chest. Raids would require coordination, maybe even splitting up or providing many roles for people to fill.

    I'd also rehash challenges and make them a fun short time attraction... think of challenges as decent loot to get into epic hards and also a more casual or solo kind of experience. A more DDO-like version of fishing in other MMOs. Something that you can work at when you have just 15 minutes to spare and can't get into a dungeon to solo it or run it with people. More incentive to be on the game and play even if you're not hardcore or don't have the 1-2 hours to give the game that night.

    Definitely revisit destinies and enhancements... I'd put one guy in charge of a destiny or class enhancement and force him to level 1-28, figure out the best destiny twists, figure out the best use of that destiny - what kind of class combination and fighting/gaming style would best benefit from that destiny, what is it trying to bring to the table... or in the case of enhancements... figure out what kind of gaming style, class combination would best benefit from the enhancement, what is it trying to bring, what is worth taking.... etc. Force the designer in charge of it try out everything and fight with what gear one would expect to farm for and do EE content, make sure the destiny or enhancements lead to an EE capable toon.
    And then with what they discover improve the destiny or enhancements.

    I think that way we would have each destiny and each class enhancement package capable of providing support for creating a couple of EE capable toons. They'd each have a purpose. Let the players figure out even more ways of combining and perfecting but at least have a couple of player characters and builds in mind.

    Example:
    If I am in charge of the FvS destiny, say, I make pure FvS, play around with multi-class even, caster FvS, melee FvS, healer... figure out what the FvS destiny aids with and if those aspects help me in leveling and in being at cap. Try every part of the destiny, figure out what it would give me to improve gamestyle, etc. Also what twists would be useful to others, maybe try another divine type and see if the destiny gives me anything, if I'm focusing and making it more caster destiny... does it bring anything to a different caster like wizard. Play a FvS with the destiny, can I make a couple of EE viable toons (not the kind that my friends let me bring cause they're nice, but something even the harshest of elitist would let me bring) that use that destiny? What do they bring to the table that a FvS in another destiny does not? etc etc etc.
    Toons on Orien:
    Daemonav Atreides: WF artificer (TR 2/14)////Irullan Atreides: human FvS (TR 2/?!?)////Lorrellei Atreides: human ice/acid sorcerer////Aliademon Atreides: elf PM necro/enchant wizzie (TR 2/8)

  10. #190
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    Thumbs down Housing

    In my opinion housing is a complete waste of time and resources because we have guilds and guild ships. Unless of course this is some attempt to fix character storage: as the game has expanded from level 20 to level 28 and soon to be level 30 character storage has remained the same. More and more gear is bound to character on equip making storage a major issue for me. There are so many fixes that are needed that working on housing just suggests to me that you all do not know what is actually going on or what you have created by these actions. I have gear stored for every TR life as I slowly grind away at this. Generally I TR into the life needed determined by the Epic Destiny that I intend to do next; if these life's are beneficial to my characters end class. What about all that epic gear that requires a shard, scroll and seal? I've been playing for almost 6 years now and have made 2 of these epic items, I have the ability to make some more but have not determined yet which character to make it on. For the most part the majority of this equipment is outdated and you in most instances you can get random loot in Evening Star that is better. I am not interested in running a quest 20, 40 or even 60 times to finally get what I would like. This is not to mention that Von and Sands base items are next to impossible to get and are bound to character. My Rogue pulled the Sword of Shadow, he'll never use it. Now I have the shard, scroll and seal for the sword but the toon that could and would use it does not have the base item. I really do not mind running Von 5 & 6 once a week as I find this raid to fun and it also gives good xp. I really would that time would be better spent upgrading this items to function for the time and trouble it takes to get them.

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