If theres something more hilarious than bulldozing entire pixelated landfills into paved streets with ghostbane weapons, we will likely see it then.
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.
My 2 cents -
All the problems listed exist not so much that they don't care, it's that they've got a small dev staff and just don't have the manpower to clean up everything in a timely manner.
edit: As always, I'm talking about management, not developers themselves.
I have just posted this answer on another thread:
I had that weird feeling too. And decided to Google about DDO, WB and its producers. Then I've found this:
"I Had an Exclusive 20 Minutes with Producer Glin, And I Remember Some of it. Vaguely."
"On DDO II
I am not certain I ever directly asked Glin about the possibility of a DDO II. I do know we talked about upgrading the existing DDO engine – very expensive, all of the art is inextricably bound to the existing engine and would require redo."
"On Menace of the Underdark
A big success from the player’s point of view, I asked if Turbine and WB viewed the expansion pack the same way. “It depends”, he responded, “if you look at it as money spent versus income this year, no”. But that is not the only way to look at it: “if you consider how long it will be bringing in income, amortizing the expense for two or three years makes it a huge success”"
This is from GamersGeoff.com: http://www.gamergeoff.com/i-had-an-e...of-it-vaguely/
Just read this part again and see if you can relate it to what the OP just said:
"A big success from the player’s point of view, I asked if Turbine and WB viewed the expansion pack the same way. “It depends”, he responded, “if you look at it as money spent versus income this year, no”. But that is not the only way to look at it: “if you consider how long it will be bringing in income, amortizing the expense for two or three years makes it a huge success”"
EXTREME PREJUDICE™ - by Turbine.
GHOSTBANE™ - by Turbine.
Of course, during the UD14 beta, there was an extremely long (and eventually drama-filled) thread where we responded quite negatively to a certain dev saying old content was going to be ignored in the future.
This eventually led to said dev making a formal apology and making an official statement to the contrary (that is to say, making a statement officially declaring old epic/raid loot would be given attention as soon as UD14-related content was finished being released (which we took to mean UD16 or so)).
At this point, though, that seems as if it was just fluff to cool down the then-heavily-agitated player response, as we certainly haven't seen any follow-ups on that, or on any of the following declarations to the same.
Here's a 3 step way to make sure your MMO loot setup is fun:
1: If you have to work for it, it should be worth the effort
2: Named loot should attempt to be unique and stimulating, in a manner which keeps it relevant for an extend duration [be it via utility, potency, or other factors (eg, rare item type, attack/damage type, unique effect)].
Easiest way to update many of DDO's old items to this point is to retain unique typings:
Eg, Dream Visors were heavily farmed when they were one of only about 4 attack items (making even Korthos Goggles somewhat relevant end-game in days past), and the only damage item; With Accuracy and Deadly coming in, and up to +10(!), Dream Visor's +5 is utterly useless; Even updating it to x2 the effect would make it worthless for its level. Rather, switching it to insight bonus so it stacks would have meaning.
3: If you change the loot system at any point, make sure old named loot is still relevant [excepting in dynamic-world MMOs were old content is freely replaced by new content in such circumstances].
For bonus effect:
Listening to players, keeping promises, showing interest in the game as a whole, keeping the game stable, doing marketing that makes actual sense or has actual effect (not to mention actually keeping marketing promotions WORKING (see Friend Referrals)), etc.
The biggest issue with Turbine has always been not matters of poor performance or communication, but that such matters are so plentiful across different topics, and persistent- especially of late, on the first [and the second still in regards to everything except Lama responses (Props where due)].
(For extra bonus points, stop putting in tons of various different crafting systems and leaving them half-done, especially character-integral ones like Cannith Crafting. On that note, when will Cannith Crafting XP be shared across all toons on an account? Because the current system is a joke of inconvenience.)
I hope they come out with some raids soon! :X
Born to play, Forced to work !
I'm not suggesting that players have no basis for their various grievances, but if you were a developer working on this game and you spent any time reading all the hostility that is generated in these forums, wouldn't you just say eff 'em to the players?
Often times, the answer is no, and it's because the forums can really bring out the worst in people, not to mention that anything you say here, will not only be held against you, if you don't phrase it exactly right, it will be twisted into some monstrosity that you never even remotely meant to start with, heck, even if you do phrase it right, it will still be twisted.
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