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Phedre_D
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All MMORPGs are taking live absorbing, and DDO will be no different. But how bad is it going to be? With most MMO's if you really want to accomplish something a session takes a minimum of 3 or 4 hours. City of Heroes (which I am currently playing) is an exception to that. Even if you only play it one hour a week you still feel like to accomplish something. Of course I am playing it 5 hours daily, but that is besides the point. During my 10 day beta of DDO I did manage to play in chunks of no more then two hours, and felt that I had done/seen things. But I never made it past lvl 1, so I am still wondering...
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| 01/20/06 11:46 |
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Redweaver
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If your goal is to just play and have fun and you are able to let leveling up be just a by-product of that without worrying about how fast leveling is happening, you can play some quests in as little as 15 minutes.
Hard to convince most MMO players that leveling up will just happen and not to worry about it.
Personally, I think DDO is decently playable, and gives tangable rewards of some form in nice hour-long chunks.
If you try to live your life in this game, you will be sorely disappointed, both because there are only 10 levels and 4 AP each level, and because there's a small enough amount of content (at the moment, sure to increase with age) that someone trying to live in game will "see it all" in a fairly short amount of time. Trying to play 10 hours a day, every day, for weeks on end, just won't work here.
Have fun, do it well, and share your knowledge.
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| 01/20/06 12:40 |
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thejeni
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One of the things i really like about the quests in DDO is the fact that they give you a sort of time table as to how long the quest will take... so if you don't have very long you know not to get into a quest that isn't short or maybe medium in length...
and i think that just completing one "long" quest in a night feels like i've accomplished something... and as long as you keep in mind your level doesn't matter it is the amount of fun you are having you should be good
Siggy created by DeathFetish.
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| 01/20/06 20:18 |
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Nogame
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It really just depends on your end-goal.
If you are looking to level then 3-4 hours can go a long way in DDO, even at the higher levels.
If you're looking to get in as many quests as possible, with a good group some medium or even long missions can be completed in 5-15 minutes, so space that into a 3-4 period and you have a lot of questing to do.
If long, challenging missions are your goal then DDO may not necessarily be the right fit. The longest mission I've done was Stormcleave on Elite which took around 90 minutes. On normal I've finished it around 40 minutes. Other then that, I've not been in a quest thats taken more then an hour and a half but then again, I usually run with a set group of people who all are very familiar with the game and the quests.
Mason 'Nogame' Ambrose
http://www.gameamp.com
http://www.gameamp.com/Nogame
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| 01/21/06 08:53 |
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Cannith Lord
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When DDO launches full I believe it's going to be 20 max level, it was just 10 max for the prieview and beta.
I may be swrong on this.
The mistakes of today, are the scares of tomorrow.
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| 01/24/06 13:19 |
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thejeni
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| QUOTE | When DDO launches full I believe it's going to be 20 max level, it was just 10 max for the prieview and beta.
I may be swrong on this. |
Has anyone else heard anything about this?
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| 01/24/06 15:47 |
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Redweaver
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It is 10 for release, 100% for certain according to multiple Developer's posts on both the public and beta forums. PC gamer published an article in which Turbine stated intentions for pushing the level limit to 11 within the first few months, and to 12 either just before or for the first expansion, and seemed to imply that the first expansion may take it up to 15. I don't think we'll see 20th level in game before the second expansion, but that is really just my own speculation based on extensive reading of the public and beta forums. Turbine has expressed interest in the epic levels (post 20 as per the Epic Level Handbook), but even with that, I doubt we'll see levels in DDO passed 40 as the d20 system isn't really built to handle levels that high.
Have fun, do it well, and share your knowledge.
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| 01/24/06 16:22 |
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Cannith Lord
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I'm almost postive I read it would be 20, but I just find it funny that if it is in fact 10, in the 4.5 patch they keep saying things about lvl 11 and up. Anyways I'm searching for what Im almost posotive I read. I'll post it if it's actully real and I didn't imagine it and if I can find it.
The mistakes of today, are the scares of tomorrow.
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| 01/24/06 16:26 |
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Redweaver
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Dev diary where Ken Troop talks about the leveling plan for launch
DDO FAQ from the public site.
Quote from FAQ: "Is there a level limit?" "Yes. Characters will be limited to level 10 in the initial release, divided among four ranks per level."
Kale Illwynd's Illustrious Book of Dev, Vol. 2 Revised and Expanded Here you can find out answers to all those nagging little questions about DDO not quite answered to your satisfaction in the FAQ. The entire post is made up of actual Dev quotes.
If you can find anything official and stated by a Dev that contradicts any of that, I'll be extremely surprised.
Have fun, do it well, and share your knowledge.
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| 01/24/06 17:11 |
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thejeni
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| QUOTE | | 3) Another way of putting the level equation -- DDO's 40 ranks+levels = pen and paper D&D's first 10 levels. And yes, as we expand the level cap to D&D pen and paper 20, there will be 4 ranks per level - so 80 total. |
So it seems that edventually they plan on 20 levels. Just not for a while yet.
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| 01/24/06 18:35 |
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Redweaver
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Correct. 20 levels + all the AP inbetween eventually, but they are only launching with the 10 levels + AP that are currently in Beta. Same thing for the quests. What's currently in game is all there will be on launch day 1. There are no plans (as of right now, according to many Dev posts) to add one single quest before launch. But they plan to be "aggressive" (their word) from day 2 onward with adding new quests.
The "infamous" Ken Troop post:
There are 130+ dungeons/quests in DDO right now. As others have pointed out, many of those quests are far longer and more elaborate than what is typically defined as a quest in other online games.
This is, roughly, the same number of dungeons/quests we had when Alpha began. We've spent our entire time over the last few months reviewing/polishing/and bugfixing existing content. Our content is our gold standard. It has to be the best. And until it was polished to our satisfaction we didn't want to make a ton more of it.
Post-launch, however, our main focus, certainly for the design team, is more content. Speaking from personal experience on AC1, it is far easier to create quality content for an existing game, with existing tools pipeline and existing game systems, than it is to create quality content while you're still juggling all the different development balls you need to to create a MMP today. Hence the need to spend so much time post-creation on getting the content to where we want it to be.
We also will be looking at more randomness in the content. A large part of the lack of randomness in DDO is deliberate. Our philosophy has typically been very "anti-random". Personally, I have a very hard time caring or enjoying content that is either completely random, or scaled in difficulty based on, say, the size of my party. Where is the challenge? Where is the learnable/masterable experience? (Some of my best memories of early online MUD play are playing an area over and over again, learning how to succeed, learning how to master it -- if an experience is endlessly mutable, that thrill of mastery is gone).
That said, we did recognize the value of some randomness within the more static context ...we just haven't emphasized it as much compared to other elements of the content. One of the strongest takeaways I have from the last few months of Beta feedback has been to increase our use of randomness in our future dungeon efforts.
Another relevant factor for us recently is getting good factual data about xp advancement rates and availability. Now that we have this data and have analyzed it, we will be likely increasing the xp for certain dungeons in order to make sure that the amount of time a player *has* to replay a dungeon (assuming completion of Normal, Hard, and Elite) in order to advance is kept to a minimum.
As I've said before in various other posts, and I will keep on saying it -->
- There are some players out there who don't enjoy or understand DDO. We didn't think this game would appeal to everyone; unsurprisingly, we were right We're glad that there are so many other online games that might be more their cup of tea. Our future plans for this game are continuing the course we're on. We're very happy with the game and we're gratified to see so many other people happy with it, too.
- There are some players out there who like DDO a lot, like what we're doing, but just wish there was a lot more of it. We agree. We know that for some players it is the most significant factor in whether they choose to subscribe to DDO. Just to be very clear -- What you see in DDO today in terms of content scope is what you will see when DDO launches. But it's not going to be what you see a month+ out from DDO launch. There's a lot of content that was either nearing completion or half-way through completion that we've kept back because we needed to focus on launch, in addition to completely new content some of the team will be working on soon. We will continue to be aggressive in pumping out content regularly post-launch.
- There are some players out there who are unconditionally (mostly )happy -- thanks We do appreciate it. We're very excited about continuing to improve and grow this game.
Make sure you actually read what he said and not what you interpret it to mean.
Have fun, do it well, and share your knowledge.
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| 01/24/06 19:01 |
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thejeni
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That was why I said eventually... so it is something to look forward to once you get a few character up to lvl 10... it is definitely a good thing in my book.
Siggy created by DeathFetish.
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| 01/24/06 23:41 |
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Insert Coins
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Well, leveling in P&P D-n-D never was easy. You have to toil along to get those XP points, and you need to earn 'em. Personally, I like the idea of taking a little longer to level, and advancing through the city. The fact is that if the reason you're playing is to simply level and not actually play the dungeons, maybe it won't appeal to you. On the other hand, if playing is your cup of tea, you'll have alot of time between levels to see how you're 'toon fares :p
I think the slow rising level cap is a good idea. Mind you, once I have 3 lvl 10s, I might disagree :p
--Rogues do it from behind--
Js
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| 03/18/06 11:22 |
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thejeni
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| QUOTE | | I think the slow rising level cap is a good idea. Mind you, once I have 3 lvl 10s, I might disagree :p |
Hopefully this won't have really soon. I am taking my time enjoying all the quests. They are all different from eachother, and I don't really pay attnetion to the xp I get from them, I pay attention to the dungeon.
But then I tend to be more of a causual gamer.
Siggy created by DeathFetish.
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| 03/18/06 15:02 |
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