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Old 01-19-2008, 06:19 PM   #91 (permalink)
Zehn - Vhex
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What I'd would have liked to see them do is retool the game so that you regen morale very quickly out of combat, relatively quick while in combat but not getting hit (think halo shields kinda) and you greatly reduce the amount of 'magical' healing in the game. Then you give the various classes more survivability options.

You make the main focus of the game switch from the whole "Maintain healing so that the tank never dies and the healer never runs out of mana" to a slightly more hectic "Kill them before we all die" kinda gameplay.

There's a ton of other suggestions, but ^^ is what I would do for almost any game really. Raids would be about rotating through tanks during fights, keep fresh people near the front lines while your wounded recouperate in back. Groups would be about shifting mob attention away from those most hurt, etc...

Oh to dream that impossible dream...
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Old 01-20-2008, 11:00 AM   #92 (permalink)
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Really wanted to like this game. Friend sent me some type of free buddy pass. Tried it to level 15 or so, but I've never been so aware of being on the MMO treadmill as I was here. Quests seemed overly obnoxious with multiple steps of go talk to X, go talk to Y, go talk to X, kill Z, go talk to X, go talk to Y.

The sacking of the initial town was quite original though. Scenery was fairly impressive, but the actual character models and textures were quite bland. (Hamstrung by the IP in this case I guess.) The world had a more realistic natural feel than WoW, but I've really come to enjoy how well most of WoW is filled with widgets, bushes et cetera making it feel like a more fleshed out world. The swaying meadow right outside the first town did cause me to pause and just watch for a bit, something that doesn't happen often in MMOs.

I did like the traits/deeds, that was fairly snappy. It's a shame they didn't do this kind of job with DDO, using the Forgotten Realms as a setting. That would have been a true WoW competitor.
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Old 01-20-2008, 12:45 PM   #93 (permalink)
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It's a shame they didn't do this kind of job with DDO, using the Forgotten Realms as a setting. That would have been a true WoW competitor.
Don't we wish all.

Alas, that wasn't to be. And Bioware going KOTOR instead of FR squashes all hopes of a better DDO in that realm.
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Old 01-20-2008, 07:42 PM   #94 (permalink)
ajiatus
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So I've been kinda enjoying this. Running around killing stuff as an Elven Guardian is pretty neat, I enjoy the abilities. The quests just haven't interested me though, and I just got to 10 to try Monster PvP and that doesn't seem so fun either. Still have 5 days so we'll see!
If you are going to test LOTRO, do yourself a favor and for testing purposes make a Hobbit and start in the Shire. It is hands down the best one in the game in terms of immersion, and will give you a good sense of what they can do with the story and the little touches that make a game come alive. The classes that will be available to you as a Hobbit are all solo friendly and fun, so no worries there.
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Old 01-23-2008, 02:53 PM   #95 (permalink)
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I did like the traits/deeds, that was fairly snappy. It's a shame they didn't do this kind of job with DDO, using the Forgotten Realms as a setting. That would have been a true WoW competitor.
Forgotten Realms sucks, at least that's what I and my gaming group have always felt. When you think about it, the whole setting is a cheap rip-off from run of the mill fantasy settings and, worse, world history (remember Maztica?!)

I think Dragon Lance would be an amazing IP for that purpose, although some of the Warcraft lore is certainly influenced by Dragon Lance (most notably Arthas). It's been done long ago, but I'd also play a new Dark Sun MMO...
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Old 01-24-2008, 12:49 AM   #96 (permalink)
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Book 12 Release Notes from their PTR are up. Doesn't really warrant a new thread though.

Release Notes Book 12 Official - LOTRO Lorebook
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Old 01-24-2008, 05:50 AM   #97 (permalink)
CyrusReij
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From the Patch Notes:
Quote:
Over-zealous companions (pets) would attack a non-threatening mob when their current target was mesmerized.
That bug has been in since release, thank fucking god.
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Old 01-26-2008, 05:18 PM   #98 (permalink)
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Book 12 sounds rather lame. They're putting in all of these things for Burglars that should have been in a long time ago. Like club use (clubs are a type of weapon, which hobbits get a natural bonus with, and hobbit burglars could never use them!)

Also there is now a 'fellowship maneuver guide' that I imagine will make fellowship maneuvers 20 times easier, because it tells people what to do. In case you've never done a fellowship maneuver, it's like that electronic Simon Says game, where you all press a color and different color orders do different things. Trying to coordinate that with a group was a pain in the ass. And it was the burglar's signature move.

Burglars are also now able to get a friend into stealth with them? Wow, this would've been better many levels before 42, for quests! The 5 meter radius will probably be a pain.

I don't play the game any more, mind you, but I did at release. They tried to hook you by saying release players could get a special $9.99 monthly rate and no one else could. Now I get an email saying there's a special limited time to get $9.99 a month right now! Lame. Don't lie to me, Turbine!
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Old 01-26-2008, 09:16 PM   #99 (permalink)
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Even though this is the kind of stuff that should have been in at release I like some of the stuff they added for burglars (the class I played). There is a new "debuff stance" opposite to stealth that they can go in to get reduced cost on debuffs and reduce cooldown on their CC (from 1 min to 30 sec for 30 sec duration meaning you can keep 1 mob CCed constantly, a pretty huge upgrade). The ability to give stealth to someone else that has to follow you is pretty near. Stealth still require you to avoid the front of the mobs, etc, and you have the typical tricks that distract them etc.

I always liked the stance mechanic wow had with warriors and stealth + mischief seem like a clever way to add some of that to burglars.
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Old 01-26-2008, 09:22 PM   #100 (permalink)
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the problem with D&D games is they are typically neutered by the D20 system, which is great for tabletop play

not so much for MMOs or even regular RPGs really
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Old 01-27-2008, 01:53 AM   #101 (permalink)
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The allure of the FR setting was that though it's been overplayed and done, it's also produced some of the greatest rpg's to ever hit video gaming, and since much is already established, the company can *gasp* focus on gameplay needs, rather than trying to invent a whole new world.

Personally, D&D done online should not require the d20 system and should use its own combat system to fit mmo gameplay, but use the setting as well as RPG characteristics of single player games / what LOTRO did 1-20
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