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  1. #1
    Community Member Rakuda13's Avatar
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    Default Will we ever get a quest the size of a PnP Module?

    I was reading over some of the classic PnP Modules. I was thinking it would be nice to have something as long as a module.

    Even if it was just "In search of the unknown" the game play would feel much more like D&D.Even doing a story arch is really short,and you always got those points in the arch where everybody goes and rebuffs.

    When i first started playing DDO it was because i like PnP but cant get a group here. Well Im deep into DDO and like it but Im still sort of missing out on something.
    I am sort of wrapped up in the DDO system as i always have something to do but still there seems to be a lack of any true normal size quests.Eveything we do on here is so short.
    The pit is long but compared to and PnP its still extremely short.

    Well just a few thoughts.

    Cheers

  2. #2
    Community Member Phaeton_Seraph's Avatar
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    Isn't that the purpose of a chain, or a saga?

  3. #3
    Community Member Hendrik's Avatar
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    It's coming next year.


    Haunted Halls of Eveningstar.

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  4. #4
    Community Member Satyriasys's Avatar
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    According to this post are supposedly working on Haunted Halls of Eveningstar
    Join Date: Nov 2009

  5. #5
    Community Member Lonnbeimnech's Avatar
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    If the ruins of gianthold (for example) were a module instead of a ddo adventure pack, it would be one adventure instead of 9 adventures, an explore area, and 2 raids. It's split into bite sized chunks because not everyone is going to have 6 hours free in one sitting, where as in pnp if you are done for the night, you just pick back up where you left off the last session.

  6. #6
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    Back when epic mobs had epic ward and there were no ship buffs a couple of friends and I used to go 3 man Chains of Flame, it really did have that PnP feel. We'd run around the town stocking up on supplies like stacks of 20 resist pots, drain, GH, heal scrolls, blur, shield wands, etc. because we knew it'd be long and tough and back then you couldn't re enter if you wiped. First few runs took I think 80-90mins or so but we got better and faster at it over time.

    I loved that period of DDO, and would have loved some more longish quests like CoF. My point is, without going back to locking out re entries or something like it people will still be ship buffing mid quest on party wipes which removes a lot of the suspense and prep work which I used to enjoy. If you can just bail mid quest to go grab some items you forgot it breaks that feeling of exploring a scary dungeon with only your wits and resources you remembered to bring to get you through. I don't want to sound like some old fuddy duddy, but risk or consequences to failing added a lot, especially to longer quests.

  7. #7
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    Would really only work if you could quit mid quest and pick up on the same part another day.

  8. #8
    Community Member Forzah's Avatar
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    Quote Originally Posted by Ayseifn View Post
    Back when epic mobs had epic ward and there were no ship buffs a couple of friends and I used to go 3 man Chains of Flame, it really did have that PnP feel. We'd run around the town stocking up on supplies like stacks of 20 resist pots, drain, GH, heal scrolls, blur, shield wands, etc. because we knew it'd be long and tough and back then you couldn't re enter if you wiped. First few runs took I think 80-90mins or so but we got better and faster at it over time.

    I loved that period of DDO, and would have loved some more longish quests like CoF. My point is, without going back to locking out re entries or something like it people will still be ship buffing mid quest on party wipes which removes a lot of the suspense and prep work which I used to enjoy. If you can just bail mid quest to go grab some items you forgot it breaks that feeling of exploring a scary dungeon with only your wits and resources you remembered to bring to get you through. I don't want to sound like some old fuddy duddy, but risk or consequences to failing added a lot, especially to longer quests.
    CoF was one of the few quests that truely deserved being called epic. I still get a warm feeling thinking of the days running eCoF with my barb. I took trapskills on my barb especially for that one quest since it was so much fun. We managed to run it faster every time, but it never became a trivial quest. I don't think I've had that same experience in other quests, besides that time I decided to 4-man Tempest Spine on my cleric when I just started playing.

  9. #9
    Community Member Rakuda13's Avatar
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    Quote Originally Posted by Lonnbeimnech View Post
    If the ruins of gianthold (for example) were a module instead of a ddo adventure pack, it would be one adventure instead of 9 adventures, an explore area, and 2 raids. It's split into bite sized chunks because not everyone is going to have 6 hours free in one sitting, where as in pnp if you are done for the night, you just pick back up where you left off the last session.
    I dont like the bite size chunks well not for everything anyway.I do agree there would be need to be a stopping point though.Not like what we have now where you run a 10 minute quest,get a reward,buy,sell,lose half your party,repair and rebuff then go on to the next one.
    Some people said CoF which is good. Litancy is nice also,I guess that as good as it gets.

  10. #10
    Community Member Rakuda13's Avatar
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    Quote Originally Posted by Satyriasys View Post
    According to this post are supposedly working on Haunted Halls of Eveningstar
    Reading through that seems like its sort of like the Module,but unless said otherwise I just assume its going to be hacked up and separated.

  11. #11
    Community Member Rakuda13's Avatar
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    Quote Originally Posted by Phaeton_Seraph View Post
    Isn't that the purpose of a chain, or a saga?
    Chains and sagas are still broken up. but even most chains can be run in a hour. Sagas take longer but you dont need to run them in any order at all.

  12. #12
    Community Member MartinusWyllt's Avatar
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    Just imagine how long any one Gianthold quest would be if done by PnP.

  13. #13
    Community Member Zenmity's Avatar
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    I'd say the "Depths of" quest-line in Deneith is about a close of a feel to PnP modules as this game has come for me. The stories have a common thread, aren't overly complicated or convoluted, can be completed together in one epic stretch or paces out individually.

    It isn't the largest quest-line, it isn't the longest, it a pretty simple story, and it isn't even the most enjoyable, but taken as a whole it has the most Dungeons & Dragons feel to me.

    Something like the Depths, but larger, longer (but still broken into chunks if needed), and more in-depth, would be pretty awesome way to give a module feel.

  14. #14
    Community Member kinggartk's Avatar
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    My first time in Shan-to-kor (Before I knew you could exit the steam tunnels and return between each part), felt like this. I was not in a group, so the whole adventure was new and frightening to me. I was on my sorc (Solo, no hireling) with a pack full of cure pots, and several wands. I knew little of Mana Conservation. Near the end of part 2 before the last shrine, I had 0 SP. I was wand whipping finger of fire for all I was worth. I had a wand of charm person which I burned about 25 charges off of in that quest.

    I was searching everything in my pack to get me through that quest. The whole chain probably took me 3 hours (Since I never exited between quests). It was exhausting, but satisfying in the end.

  15. #15
    Community Member Zenmity's Avatar
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    Quote Originally Posted by kinggartk View Post
    My first time in Shan-to-kor (Before I knew you could exit the steam tunnels and return between each part), felt like this. I was not in a group, so the whole adventure was new and frightening to me. I was on my sorc (Solo, no hireling) with a pack full of cure pots, and several wands. I knew little of Mana Conservation. Near the end of part 2 before the last shrine, I had 0 SP. I was wand whipping finger of fire for all I was worth. I had a wand of charm person which I burned about 25 charges off of in that quest.

    I was searching everything in my pack to get me through that quest. The whole chain probably took me 3 hours (Since I never exited between quests). It was exhausting, but satisfying in the end.
    I agree - this one was good, as well (my only issue with it was the Helm quest reset your progress, but they fixed that).

    Maybe the formula for old modules just differs from the new stuff?

  16. #16
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    thinking back to D&D a single hallway that takes us 5 seconds to run down in DDO would take at least 30 mins in D&D, even if there were no mobs or traps in it! now i'm sure some D&D groups were a lot faster than us, but maybe that is where the difference is?

    i don't think the DDO quests are smaller, the maps seem to be bigger than most of the D&D quests i used to do. i just think with the 6 second round actually taking 6 seconds not 10 mins DDO just feels a lot faster because we don't get to do any strategising in time outs.

    for me the fun of DDO comes from exploring new content, either on my own or with my guild. that's when the game feels most like D&D. after a quest is run a few times the experience changes to be more of an arcade game than D&D. still fun though due to the combat style of the game, but not as magical.
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  17. #17
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    Quote Originally Posted by Zenmity View Post
    I agree - this one was good, as well (my only issue with it was the Helm quest reset your progress, but they fixed that).

    Maybe the formula for old modules just differs from the new stuff?
    nahh, think back to when we were getting lost in waterworks. at that stage we were all newbies, part learning the levels and part learning the game itself! these days when i hit a new quest i'm a lot better prepared for unexpected events than i was when i was a newbie. that in turn makes things much easier than when we were newbies. in some ways you'd expect that, otherwise you wouldn't have much to show for your time spent learning the game!

    i think it's hard for new quests to challenge us in the same way they did when we were new as after years playing the same game you do get a lot better and a lot more capable.

    that said the game still throws you into the deep end now and then. i made the mistake of trying to get my rogue from the harbour to eveningstar one night, at level on elite and solo. now THAT was one slog of a quest! too many mobs with tremor sense to assassinate things. very little sneak attack damage, so the whole 3 part quest seemed to take forever. i did feel battle weary after that one!
    www.legendsguild.eu A light RP guild that's moved from Keeper in Europe to Thelanis
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  18. #18
    2015 DDO Players Council Hazelnut's Avatar
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    I'm sure a lot of you will disagree, but if you read what the NPCs actually say, the Korthos Island series of quests feel very much like an old PnP type module. Granted, a level 1/2 quest but still a quest.

    Once you are in Kothos village you help one villager who suggest more work for you which leads to the next quest (very PnP in that you are guided to an extent). You get clues as you go that there is a bigger problem. There is an underlying story line that builds to a much bigger challenge.

    Maybe I was lucky with the group I played PnP, but we always tried to have a story line and sub-plot that spanned smaller quests/goals.

    When I got to Stormreach the first time, I was pretty lost. There were no hints as to what to do next. Okay, there were some pretty obvious hints (glowing icons over the head of NPC quest givers). BUT there was no story to follow.

    I'm sure after you have run all the low level quest 5 or 6 (or 200) times, you are pretty sick of reading the story. But first time through I want the story.
    Zyinniah Hazelnut and Curissa Hazelnut on most servers.

  19. #19
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    another thing you can do to get that feeling back is to follow a newbie through a quest, no spoilers. sometimes just seeing the way newbies react to quests you know inside out is very refreshing and reminds you of how much fun it was on your first time too. currently doing that with a RL friend and for extra fun i'm messing with his head when it comes to traps. he knows well to fear traps in DDO and i love toying with that fear. last week i said "i love how bravely you run into that room" which caused him to stop dead in his tracks then cautiously edge forwards. there was nothing in the room and before long he was cursing my name again . it's his own fault though, we did agree no spoilers!
    www.legendsguild.eu A light RP guild that's moved from Keeper in Europe to Thelanis
    Play DDO in 3D, for fweeeee! how to use coloured 3D glasses with DDO.
    East? West? Which way's that? Putting East and West back on the (mini)map
    Tired of chasing blue dots? Find a speed or striding item, vets are hooked on them and you will be too!

  20. #20
    Community Member bsquishwizzy's Avatar
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    I have yet to be in a Shan-to-kor run where the group exited the Steam Tunnels, rest, repair, and re-buff before continuing. To me, this is more along the lines of a P&P implementation than the rest of the quests. You go in with everything you need beforehand. It forces you to make decisions about what you need to carry as you start accumulating loot.

    As for “In Search of the Unknown,” I love that module not only as a P&P quest, but just sorta love to read the module. You get an abandoned fort, no clue as to why it was abandoned by the powerful people who built it, a few traps, a few puzzles, and some roaming mobs here and there. It is almost pure exploration.

    Then the Vault of the Drow series that started with the Slavers, and moves underground. THAT is another one that really caught my fancy.

    Unfortunately, what they are doing (according to what I saw) is honoring a legacy module, not re-creating it. So it will most likely be chopped-up such that it is friendly to the current game architecture.

    And it will probably be sold as an “expansion” just so they can stick it to VIPs again.

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