D&D Online -- Yes or No?
Moderator: Thanas
D&D Online -- Yes or No?
I've been seeing a lot of commercials for D&D Online, but what I've not heard are any reviews here on this board, or anywhere else.
So, is anyone out there playing this MMO? As a long-time D&Der, I'm wanting to know if it's going to be worth the price of the 30-day trial, or if I should just let it rot on the shelves.
So, is anyone out there playing this MMO? As a long-time D&Der, I'm wanting to know if it's going to be worth the price of the 30-day trial, or if I should just let it rot on the shelves.
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I like it personally, but my tastes are admittedly a little strange. It goes without saying that it won't appeal to everyone.
The focus is entirely on heavily-scripted group adventures (much like Guild Wars). So if you don't care about PvP or that persistant-world angle, you might like it.
The focus is entirely on heavily-scripted group adventures (much like Guild Wars). So if you don't care about PvP or that persistant-world angle, you might like it.
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Eh.
The biggest I had was literally you are in a bunch of repeatable dungeons, and must group. While the must group is not bad, unless on peak hours probably not the best for finding parties.
A few things of the game turned me off were also the whole combat as well as resting bits.
Honestly patches better make expansions look small. And sadly they've already annoucned an expansion with Druids and Monks...so the patchs may just be a a possible extra dungeon here and there.
The biggest I had was literally you are in a bunch of repeatable dungeons, and must group. While the must group is not bad, unless on peak hours probably not the best for finding parties.
A few things of the game turned me off were also the whole combat as well as resting bits.
Honestly patches better make expansions look small. And sadly they've already annoucned an expansion with Druids and Monks...so the patchs may just be a a possible extra dungeon here and there.
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I like it. But it sometimes is a pain to get groups for quests.
Also it suffers from the problem that there are alot of whiners out there where if one thing goes wrong in the group they just leave. I had people leave groups because they freaked out we didn't have enough members to do a quest 5 minutes after we got the first 5 members and needed a cleric to round out the group.
Oh and god forbid they die in the dungeon and take the 100 exp loss they will just leave the group without warning.
Hopefully though thats only because the game is new and eventually the whiners and losers will quit in disgust in a few weeks.
Also it suffers from the problem that there are alot of whiners out there where if one thing goes wrong in the group they just leave. I had people leave groups because they freaked out we didn't have enough members to do a quest 5 minutes after we got the first 5 members and needed a cleric to round out the group.
Oh and god forbid they die in the dungeon and take the 100 exp loss they will just leave the group without warning.
Hopefully though thats only because the game is new and eventually the whiners and losers will quit in disgust in a few weeks.
GW isn't about scripted group adventures! It's focus is primarily on the mid-to-late game pvp. That's why I play it, anyway.
I'm not sure why anyone would single D&D:O out of the MMORPG crowd. It's another MMORPG, with D&D? Wow, I'm amazed. There are PvP games, RP games, and WoW... choose a game based on content or system, not ruleset. I play GW because I like fighting people, I hate grinding, and I'm not married to a system.
I'm not sure why anyone would single D&D:O out of the MMORPG crowd. It's another MMORPG, with D&D? Wow, I'm amazed. There are PvP games, RP games, and WoW... choose a game based on content or system, not ruleset. I play GW because I like fighting people, I hate grinding, and I'm not married to a system.
This is interesting. Believe me, no MMORPG *ever* gets a better userbase: the levels of lameness go up, not down. But in GW you have 'leavers' too, which is super annoying: there is no permanent death penalty at all, so it's not like they're risking anything but time seeing the battle/mission through. How much is 100xp in D&D:O? If it's significant, you actually can't blame people for leaving since morons will get them killed many times. If it's trivial then it's just poor players.LongVin wrote:<snip>
Also it suffers from the problem that there are alot of whiners out there where if one thing goes wrong in the group they just leave. I had people leave groups because they freaked out we didn't have enough members to do a quest 5 minutes after we got the first 5 members and needed a cleric to round out the group.
Oh and god forbid they die in the dungeon and take the 100 exp loss they will just leave the group without warning.
Hopefully though thats only because the game is new and eventually the whiners and losers will quit in disgust in a few weeks.
For long quests(30 minutes and up) you can get 3,000 base XP if its your level. Plus all sorts of bonuses for destroying crates, killing monsters, finding hidden doors. You can increase that exp by 40%Stark wrote:This is interesting. Believe me, no MMORPG *ever* gets a better userbase: the levels of lameness go up, not down. But in GW you have 'leavers' too, which is super annoying: there is no permanent death penalty at all, so it's not like they're risking anything but time seeing the battle/mission through. How much is 100xp in D&D:O? If it's significant, you actually can't blame people for leaving since morons will get them killed many times. If it's trivial then it's just poor players.LongVin wrote:<snip>
Also it suffers from the problem that there are alot of whiners out there where if one thing goes wrong in the group they just leave. I had people leave groups because they freaked out we didn't have enough members to do a quest 5 minutes after we got the first 5 members and needed a cleric to round out the group.
Oh and god forbid they die in the dungeon and take the 100 exp loss they will just leave the group without warning.
Hopefully though thats only because the game is new and eventually the whiners and losers will quit in disgust in a few weeks.
For medium quests you might only get 500 exp but you can still get the 40% increases to counterbalance any loss.
Pfft. Dying seems pretty irrelevant to progression, then, and the leavers are just being tools.LongVin wrote: For long quests(30 minutes and up) you can get 3,000 base XP if its your level. Plus all sorts of bonuses for destroying crates, killing monsters, finding hidden doors. You can increase that exp by 40%
For medium quests you might only get 500 exp but you can still get the 40% increases to counterbalance any loss.
EDIT: I read Chris' link, and I think some of the complaints in that article are spurious. Particularly frequent updates: going by the little 'streaming patches' lightning bolt on the UI, GW is updating *something* almost all the time. I never notice, it's not skill or balance changes (of which there haven't been any for months), but they're sending me newer versions of something for some reason. It's not inherently bad, and it doesn't mean 'lolz game is teh brokzor patch every four hours am i rite'.