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| Fun is not annoying. Join Date: Nov 2004 Location: Pluto
Posts: 223
+2 Internets | E3 IGN DDO Info/ Game play demo comments E3 2005: D&D Online Okay, but if there are any hot girls there, I'm going to do them. by Steve Butts May 18, 2005 - The MMO licenses are out in force at this year's E3. From Lord of the Rings to Conan to Star Wars, there's no shortage of brand-bound development. With that in mind, I was pretty anxious to see what Turbine had in store for the D&D license. We've heard and seen bits and pieces over the years but this was the first chance I had to really sit down and play through a bit of the game and be offered a fairly comprehensive overview of what we can expect. Since our E3 time is limited, the gang at Turbine wisely decided to skip over character creation and get right to the game itself. (Seriously, it takes me like twenty minutes to choose the color of my character's eyes.) With just a few minor omissions, there will be the standard range of classes and races to choose from here, including the new Eberron race, the Warforged. Lead designer Ken Troop showed us around the main social hub of the game, the city of Stormreach. It's a well realized medieval city with some nice Eastern touches spread about here and there. Since the game takes place in the ultra-magical Eberron setting, you can expect all manner of wondrous sights -- everything from floating towers to magical airships drifting through the sky. Better still, Ken says that players may eventually get access to these types of locations. This city is the game's main public space, where players will meet up to get new missions and form adventuring parties. The Looking for Group options will all be centered on the taverns in the game. Players who are looking for a group to join or groups who are looking for a few extra players can all find what they're looking for here. This should make filling out a six-player group pretty simple. Since players can share their quests across the entire group, D&D Online eliminates a lot of the running around needed to ensure that everyone's on the same page. In contrast to the large public space of Stormreach, the adventures in D&D Online will be instanced. Better still, players won't have to run back and forth to quest areas. Instead, they'll simply be transported to the dungeon in question. (There will also be some compelling rewards for overland exploration as well.) At this point, a handy adventure panel will appear in the upper right corner of the screen, letting you know what your objectives are. As you find new opportunities during the course of the mission, this adventure panel will get updated in real time. The dungeon missions themselves are very smartly designed. Instead of putting the emphasis on killing monsters over and over, the missions in D&D Online stress completion of the overall goal. In fact, players won't typically gain experience just from killing enemies. If you can find a way to achieve the stated goals without killing, you'll still get the same rewards that the more killing-oriented players will get. We ran through one example of an instanced mission, taking a cleric character down into a dark, underground shrine. This particular mission has a time limit, so it's important to get to the action right away. As we approach a wooden door in front of us, we see some of the new "DM Text" appearing before us telling us that the door needs to be broken, picked or burnt. This is meant to give a little direction to players and let them see how to bypass the obstacle. Since the cleric can't pick locks, she tries to bash down the door. Another line of DM text shows up, telling us that she's too weak to break down the door. The last resort is for her to cast Flame Strike. The door explodes in fiery splinters and we move on. In the next area, a group of skeletons rise from nearby coffins and rush to attack. Ken explains that the team wants to place monsters in a more realistic context. Just walking from room to room finding monsters just doesn't seem believable enough. As the skeletons surround the cleric, she activates her turning ability and makes short work of the enemies, thanks to a turn-boosting altar located nearby. There are going to be plenty of items located throughout each dungeon that can amplify or dampen certain abilities. Since the world of Eberron is still fairly new, the gang at Turbine have actually been able to be a little more creative in introducing new content. They've even created an entirely new Drow Scorpion that will be incorporated into Wizards of the Coast's properties. Longtime fans will know that the drow have always had an association with spiders which was taken to its most dramatic expression in the half-drow, half-spider creatures known as Striders. Turbine has taken the Eberron drow's fascination with scorpions and created a similar creature. There are also plenty of traps and logic puzzles to work in these dungeons. In the one we had the chance to take a look at, the cleric had to twist a variety of tiles on the floor to connect lines of energy from one end of the room to the other. Working this puzzle correctly will spring a trap in a nearby room causing it to damage to the creatures waiting to attack you. Ken points out that the dungeon adventures aren't scaled to match the player's abilities. His explanation that scaled content presents too uniform a challenge to players is convincing. I tend to think that having a range of difficulties across the missions is probably more exciting than having one single difficulty. Hopefully there will be some way to indicate to players the approximate difficulty of a given mission. In addition to the dungeon adventures, there will also be landscape quests that take place above ground. Our example had the cleric seeking out a shrine in a deep, dark forest. Along the way, we're told that defeating the giant patrol is an optional objective. Never wanting to shirk her duty, the cleric dispatches the wandering hill giant and his pack of wolves before moving on to take out the gargoyles and iron defenders at the shrine site. Both combats reveal something of the physics engine behind the fights. In the case of the giant and his wolves, the character can quite likely end up on the ground, either from the massive blows of the hill giant's club or from being clipped by the wolves. The iron defenders are capable of dropping oil slicks that can trip up characters as well. Even cooler, the oil slicks also work on the enemies as well. If a gargoyle fails his saving throw, he'll go down just as easily as you would. There will be a beta soon and you can bet we'll do everything we can to bring you even more information on D&D Online in the near future.
__________________ Noah D&D Tiny Adventures! Last edited by Noah EQ2 : 05-19-2005 at 10:47 AM. |
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| | #2 (permalink) |
| Fun is not annoying. Join Date: Nov 2004 Location: Pluto
Posts: 223
+2 Internets | If you saw the movie DDO had out it mostly describes that... the key info that seemed new was - Taverns are tied to the LFG function. - Dungeons will not scale to the groups lvl. Like in D&D PnP, taverns have always been a "place to go to" in a city. I like how they will make players go there causing PC traffic and roleplaying... I just hope the Bnet kiddies dont make these seem areas a haven of supidity. More links/paste will come as I get some better info.
__________________ Noah D&D Tiny Adventures! |
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| | #3 (permalink) | |
| Registered User Join Date: Jan 2004
Posts: 819
| Re: E3 IGN DDO Info - Yay for cut/paste Quote:
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| | #4 (permalink) | |
| OotS MMO plz Join Date: Jan 2003
Posts: 1,165
| Re: Re: E3 IGN DDO Info - Yay for cut/paste Quote:
That was also the module they introduced Lolth's giant mechanical spider winnebago. Everytime I groan over the things Salvatore has done with that license, I remember that goddamn spider ship thing and remember he was actually handed quite a fucked up universe to begin with. | |
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| | #5 (permalink) |
| Banned Join Date: Jul 2002
Posts: 108
| Here's what I don't get. Why in the world would you have a license that spawns in its players the desire to fight, I dunno, dragons? And then place that game into the official setting where they're rarest as far as PC interaction is concerned. I'm wary. In so far as the source material is concerned, this isn't the best for an MMO. That's not some sort of bias or anything, my D&D campaign is set in Eberron. It's just that Dungeons and Dragons has a sort of "branding" association with it, where you come to expect certain things when you hear the name, and that very thing would've been one of the stronger draws in so far as pulling in casual tabletop gamers that haven't played MMOs. And believe it or not, that's a big ole' market. Out of all the pen and paper roleplayers I know, only three of us play MMOs. But a lot of the things you come to expect from D&D aren't really represented too well in Eberron, or they're altered in an unfamilair way, such as demons and aberrations in general. And I don't really understand the decision to set the game in Xen'drik. Doing that kinda' makes it pointless to set the game in Eberron, because not only are you now changing around the standard D&D fare, but you're also working around Eberron's own material. Most of the interesting stuff in Eberron takes place in Khorvaire; Xen'drik is just a place to go to do some crawling. In my opinion, they should've set the initial release in "civilized" Khorvaire, then ran with either Xen'drik, the Mournland, or the Demon Wastes as their first "epic" expansion. |
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| | #8 (permalink) | |
| Registered User Join Date: Jan 2004
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| Quote:
Oh and Khalikryst I did mean the name. I actually have all those old Gygax modules. | |
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| | #9 (permalink) | |
| Sisko is the new Picard Join Date: Dec 2002
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| Quote:
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__________________ Baalzamon, For The Lose, Llane Balthemal, For The Lose, Llane Trolloc, Just The Tip, BDF(retired) | |
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| | #10 (permalink) | |
| Registered User Join Date: Aug 2002
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| Quote:
I don't have any real problem with the idea of a centralized (read: in a city hangout, not 10 feet from the dungeon) hub for forming groups that do it in an intelligent way (read: not grouping you with four other random people). | |
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| | #12 (permalink) |
| Fun is not annoying. Join Date: Nov 2004 Location: Pluto
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+2 Internets | Here is some info I got from Loki_D20 from IGN. He demo'd the game today and gave us some juicy infos... read below. Sorry for the horrid layout. I didnt spend much time to touch up the log. Loki_d20|E3> I played through the first time as a cleric, by the way. My abilities were turn undead, light cure wounds, moderate cure wounds, serious cure wounds, firestrike, smite, and some other stuff that I'm going to have to get back to you on. ![]() ![]() You can see from that room the floor blades activate and kill all the mobs as well.
__________________ Noah D&D Tiny Adventures! |
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| | #14 (permalink) |
| Registered User Join Date: Nov 2003 Location: Overthere next to that place
Posts: 2,158
| Damn that sounds like a alot of fun. Seems they are sticking to the real roots of PnP D&D which is ++++ imo. I am defiently looking forward to trying this one out! |
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