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Re: Potential reasons why DDO is dying
Reply #25 - Apr 8th, 2020 at 2:57pm
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nice list
  

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Re: Potential reasons why DDO is dying
Reply #26 - Apr 9th, 2020 at 1:00pm
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Funny, I left in part due to the "fixes" for lag that they put in ten years ago...
  
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Re: Potential reasons why DDO is dying
Reply #27 - Apr 9th, 2020 at 1:15pm
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Strake wrote on Apr 9th, 2020 at 1:00pm:
Funny, I left in part due to the "fixes" for lag that they put in ten years ago...


Seems they've ridden that theme.
  

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Re: Potential reasons why DDO is dying
Reply #28 - Apr 10th, 2020 at 1:30pm
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Vaultaccount wrote on Apr 2nd, 2020 at 6:16pm:
DDO should be a game that attracts people who like DnD. That should be it's main strategy to get players. The more it goes away from PnP, the worse. MotU with EDs destroyed the gameplay when it was at its best. From there on, things got worse and worse as everything they did was in a direction against DnD.

Edrein wrote on Apr 3rd, 2020 at 10:19am:
The irony to me is DDO is moving more towards 4e and 5e.

It's a bastardization to attract modern gaming audiences not the folks that still scream ADD was the best, or those of us who proclaim 3.5e supreme.

It wouldn't be bad if there was some consistency in these changes. Each one feels discordant and some attempt to fix an issue their previous addition added.


Its like when SWG launched the NGE update in an attempt to be more like WoW rather than a unique sandbox mmo (it didnt turn out well).

DDO should have stayed being the unique PnP D&D based MMO. Rather than the abomination it is now.

As far as MotU, Epic Destinies, and later updates are concerned it didnt turn out well either. DDO lost roughly half of its playerbase just two years after MotU's release. As well as a steep decline in players shortly after MotU.


Comparing Google Trends and DDO Oracle log in numbers. September 2011 - September 2014.

Vaultaccount wrote on Apr 2nd, 2020 at 6:23pm:
I should also note that generally I agree with your points as I posted in the other thread. But not about the graphics. For me the simplier the better. DDO graphs are ok, and actually I would like to see less effects. Since they introduced EDs, new weapons and a bunch of new effects the game is just more annoying with many explosions and light effects.


The dated graphics portion of my post is more for new players. As they would most likely see it as a negative. I think the majority of us who played DDO for any considerable amount of time are completely fine with the graphics.   

Meursault wrote on Apr 8th, 2020 at 12:36pm:
I went in to try for a horse despite the warnings, and it's pathetic. Maybe I notice it more because I haven't seen it creep up, like the frog in heating water. Maybe I'm spoiled by how much better other games I'm playing handle it. Whatever the reason, I just couldn't take the current lag.

I gave up before earning even a single horse feather.

Maybe I'll go back and try some night when I have insomnia, but for now no amount of free content is worth subjecting myself to that.


Each year that passes it becomes more clear the shortcomings of a mishandled 14+ year old game.

Strake wrote on Apr 9th, 2020 at 1:00pm:
Funny, I left in part due to the "fixes" for lag that they put in ten years ago...


You're referring to the F2P launch that brought Dungeon Scaling and the Dungeon Alert system?

« Last Edit: Apr 10th, 2020 at 2:05pm by Rose-tinted Goggles »  

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rest wrote on Oct 26th, 2012 at 12:53pm:
DDO is still the old fat wife I have at home who I can't fucking stand, but we've been together so long I can't see myself leaving.
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Re: Potential reasons why DDO is dying
Reply #29 - Apr 10th, 2020 at 2:16pm
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Thought I'd chime in here as a completely new DDO player. obviously much of the appeal of MMOs are some sense of community with friends or guildies. This game is so complex to begin with but also so old and filled with content etc. that the gap between new and veteran players only widens. Its like instead of playing basketball with all your new young friends and learning/enjoying the game together, the only games you can get are some grizzled tryhard run with former college players. I come from Dota 2 where there is a similar old game/newblood problem for imho very similar reasons, except that community is extremely toxic (MOBAs in general are) while this one has been nothing but generous and pleasant.

I havent been in a single group yet where I wasn't being completely carried by characters with power and speed beyond my comprehension, end up feeling bad even if not totally 'piking' because you effectively are trying not to feed while people destroy the quest.

If you don't do this then you feel mired in a hopelessly slow slog or left to learn and play by yourself (ive spent more time on wiki and reading on this game than I did for most of my college courses), if you do then you end up over xp'd, under-geared, and just not having a clue about what's going on, knowing that you really didnt contribute much at all. Half the low reaper groups Ive run with, a quest that took me an hour to figure out the 1st time would literally end in 5 minutes without me touching a single monster while everyone is 3 rooms ahead.

The people have been great. They're always accepting, helpful, probably happy to see new blood at all, even hiding exasperation that this new kid has no clue what he's doing or is completely lost in any remotely complicated quest, desperately clutched around their legs trying to not die to reapers/traps and slow everyone down.

But it is a hell of a wall to climb over, especially when the half-satisfactory answer to most of these is just to pay up for more points. This despite having some of the most encouraging / teaching pug experiences and casual guildies a newb could ask for.
  
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Re: Potential reasons why DDO is dying
Reply #30 - Apr 10th, 2020 at 2:40pm
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Adding to this, another similarity between the two games is that they seldom seem to do any marketing or advertising and don't really seem to cater to new player experience despite enormous learning curve. DDO is an incredible game and should be touted in some way as not just dnd but a puzzle mmo unlike any other i've seen, you're basically rewarded for solving increasingly difficult/lengthy puzzles but the whole rest of the game often feels like one too.
  
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Re: Potential reasons why DDO is dying
Reply #31 - Apr 10th, 2020 at 5:33pm
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KBBQ wrote on Apr 10th, 2020 at 2:40pm:
Adding to this, another similarity between the two games is that they seldom seem to do any marketing or advertising and don't really seem to cater to new player experience despite enormous learning curve. DDO is an incredible game and should be touted in some way as not just dnd but a puzzle mmo unlike any other i've seen, you're basically rewarded for solving increasingly difficult/lengthy puzzles but the whole rest of the game often feels like one too. 

On the DDO Forum, someone said SSG doesn't really advertise/market the game because they aren't allowed to. That is, Hasbro/WotC will not approve any sort of marketing campaigns because they want their own Neverwinter game to succeed. Allowing promotion of what they see as a competing game like DDO would only hurt Neverwinter.

As far as getting new players goes, DDO is fucked unless word of mouth from the current player base gets better. And the only way it's going to get better is for Severlin and that team of dipshits he's got to have a come to Jesus meeting and get a whole hell of a lot better.
« Last Edit: Apr 10th, 2020 at 5:34pm by Technomage »  

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Re: Potential reasons why DDO is dying
Reply #32 - Apr 10th, 2020 at 8:01pm
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Rose-tinted Goggles wrote on Apr 10th, 2020 at 1:30pm:
Its like when SWG launched the NGE update in an attempt to be more like WoW rather than a unique sandbox mmo (it didnt turn out well).

DDO should have stayed being the unique PnP D&D based MMO. Rather than the abomination it is now.

As far as MotU, Epic Destinies, and later updates are concerned it didnt turn out well either. DDO lost roughly half of its playerbase just two years after MotU's release. As well as a steep decline in players shortly after MotU.


I'm neutral on this one. I like the modern DDO in some aspects and hate it in others. I feel like the SWG comparison is a bit off.

The NGE could have theoretically worked. The problem is the team at SOE was super incompetent. It's why SWG had been having issues prior to the CU and the following NGE. Couple that with LucasArts/Sony both not really doing much to promote the game and yeah.

I think aspects like the UI for the enhancements currently is a step up over the old system, but the enhancement pass themselves have been a powercreep fest. (I'll argue some of the changes have been nice though, some have been hilariously bad.)
  
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Re: Potential reasons why DDO is dying
Reply #33 - Apr 10th, 2020 at 9:02pm
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Technomage wrote on Apr 10th, 2020 at 5:33pm:
On the DDO Forum, someone said SSG doesn't really advertise/market the game because they aren't allowed to. That is, Hasbro/WotC will not approve any sort of marketing campaigns because they want their own Neverwinter game to succeed. Allowing promotion of what they see as a competing game like DDO would only hurt Neverwinter.


I don't buy that.  I rarely see Neverwinter promoted either.  I think the reality is that SSG has no marketing budget - although they could free up some cash if they fired certain dead weight.  But then who would fellate Sev on the regular if they did that?
  
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Re: Potential reasons why DDO is dying
Reply #34 - Apr 11th, 2020 at 9:01am
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They have had targeted ads on facebook.

Even without those ads, they are fairly visible on facebook, steam, etc. I'm not sure what else to ask of them. Traditional advertising would be expensive and ineffective.
  

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Re: Potential reasons why DDO is dying
Reply #35 - Apr 11th, 2020 at 8:43pm
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What kills DDO for new players is the fact that even if newbies are willing to do VIP subs they *STILL* have to buy the expansions... generally for cash. Its not like they can just buy the latest one and have everything up to date. If they went that route like nearly every other bloody MMO I know of (SWTOR, Guild Wars, etc) it might be more open but to ask some new player to effectively cough up a couple hunderd dollars even is damn silly for a 14+ year old game with a limited population, no real end game and a level of grind that puts Chinese gold farmers to shame.

I mean I know of a guy in my guild who came back after his army deployment and while he waits the next 3 months until he is out is getting a friend, his brother and his roommate somewhat into the game. I just don't see the roommate who has just the basic vip thing going staying.... and the brother had half the the expansions so its not quite so bad but still... not sure he will stick.

It's that hard greedy fucking cash grab sense that will keep this game in its decline. It's not a good model to bring in new folks at all.
  
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Re: Potential reasons why DDO is dying
Reply #36 - Apr 12th, 2020 at 12:08am
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Synchrono wrote on Apr 11th, 2020 at 8:43pm:
What kills DDO for new players is the fact that even if newbies are willing to do VIP subs they *STILL* have to buy the expansions... generally for cash. Its not like they can just buy the latest one and have everything up to date. If they went that route like nearly every other bloody MMO I know of (SWTOR, Guild Wars, etc) it might be more open but to ask some new player to effectively cough up a couple hunderd dollars even is damn silly for a 14+ year old game with a limited population, no real end game and a level of grind that puts Chinese gold farmers to shame.

I mean I know of a guy in my guild who came back after his army deployment and while he waits the next 3 months until he is out is getting a friend, his brother and his roommate somewhat into the game. I just don't see the roommate who has just the basic vip thing going staying.... and the brother had half the the expansions so its not quite so bad but still... not sure he will stick.

It's that hard greedy fucking cash grab sense that will keep this game in its decline. It's not a good model to bring in new folks at all.


Ideally they'd need to take the current situation where everything is 'free' and simply exchange it to the new norm.

Make everything released before 2020 excluding Sharn and Ravenloft free. Yes, that includes MotU and Epic Destinies.

Reduce the prices of Ravenloft and Sharn, ideally bundle them together in a deep sale type deal to incentivize people to upgrade for the expansions. Or pull a deal like ESO or any other modern MMO and include the previous expansions in the next expansion. If they really have to be jewish about it make it a $10 addon to the expansion to get the previous ones as a 'catch up' bundle.

Honestly they aren't making money off old content packs, there's no way in hell. I'd imagine the bulk of their money comes from VIP and having to force people to buy expansions. Content packs piece meal is the way of the past and is hurting their business model in the long haul compared to the short term.
  
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Re: Potential reasons why DDO is dying
Reply #37 - Apr 12th, 2020 at 8:41am
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Technomage wrote on Apr 10th, 2020 at 5:33pm:
As far as getting new players goes, DDO is fucked unless word of mouth from the current player base gets better. And the only way it's going to get better is for Severlin and that team of dipshits he's got to have a come to Jesus meeting and get a whole hell of a lot better.


If they want mouth to mouth advertising, they should do good things for new players. That is mainly make the gap between them and the veterans smaller, both in character power and by destroying the hundreds of dollars barrier for entry in the game.

Currently when I talk about DDO to a friend my mouth-to-mouth advice is actually the opposite: I sincerely say to them not to play, and that it would be a complete waste of time, effort and money, just to suck being subpar to veterans running under their shadow. And I say that as a veteran myself. And that is, not to mention the terrible support that slaps you in the face.

What they should do, as said, is make things as they were before MotU. I just hope that the game dies and the fanbase make a classic version running anything from U9 to U11.
  
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Re: Potential reasons why DDO is dying
Reply #38 - Apr 12th, 2020 at 1:52pm
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Vaultaccount wrote on Apr 12th, 2020 at 8:41am:
What they should do, as said, is make things as they were before MotU. I just hope that the game dies and the fanbase make a classic version running anything from U9 to U11.


I'd hope that whoever manages that also keeps a copy of the game near closure as well.

No offense; but I think a lot of you all have rose tinted glasses on towards the game. I felt that way about SWG til I went back and played the Pre-CU/NGE Emulators. Then I remembered how much of an unholy shitshow of a grind fest the game was. Not to mention that was before the game got the space expansion which really breathed life into SWG.

In that regard I imagine you'd all have four or five hours of loving a pre-MotU experience before you'd end up realizing you've gotten used to game post-MotU and hate the UI, design, etc. of before.
  
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Re: Potential reasons why DDO is dying
Reply #39 - Apr 12th, 2020 at 2:58pm
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KBBQ wrote on Apr 10th, 2020 at 2:16pm:
Thought I'd chime in here as a completely new DDO player. obviously much of the appeal of MMOs are some sense of community with friends or guildies. This game is so complex to begin with but also so old and filled with content etc. that the gap between new and veteran players only widens. Its like instead of playing basketball with all your new young friends and learning/enjoying the game together, the only games you can get are some grizzled tryhard run with former college players. I come from Dota 2 where there is a similar old game/newblood problem for imho very similar reasons, except that community is extremely toxic (MOBAs in general are) while this one has been nothing but generous and pleasant.

I havent been in a single group yet where I wasn't being completely carried by characters with power and speed beyond my comprehension, end up feeling bad even if not totally 'piking' because you effectively are trying not to feed while people destroy the quest.

If you don't do this then you feel mired in a hopelessly slow slog or left to learn and play by yourself (ive spent more time on wiki and reading on this game than I did for most of my college courses), if you do then you end up over xp'd, under-geared, and just not having a clue about what's going on, knowing that you really didnt contribute much at all. Half the low reaper groups Ive run with, a quest that took me an hour to figure out the 1st time would literally end in 5 minutes without me touching a single monster while everyone is 3 rooms ahead.



I like the Dota 2 comparison. Despite being a League of Legends veteran. Heading into Dota 2, I immediately felt the steep learning curve and quit after a couple dozen games.

Unfortunately the complexity is just one aspect that affects new players. As you mentioned, feeling useless in quests is another major issue. Reaper being the default difficulty along with the massive power gap between new and veteran players.   


Edrein wrote on Apr 10th, 2020 at 8:01pm:
I'm neutral on this one. I like the modern DDO in some aspects and hate it in others. I feel like the SWG comparison is a bit off.

The NGE could have theoretically worked. The problem is the team at SOE was super incompetent. It's why SWG had been having issues prior to the CU and the following NGE. Couple that with LucasArts/Sony both not really doing much to promote the game and yeah.

I think aspects like the UI for the enhancements currently is a step up over the old system, but the enhancement pass themselves have been a powercreep fest. (I'll argue some of the changes have been nice though, some have been hilariously bad.)



I still think you can draw some major parallels between the NGE update and MotU.

From what I understand. The NGE update was very rushed, very buggy/didnt fix enough old bugs, removed more old content than new content (mostly by turning 34 combat professions into 9), and changed up the combat system.

MotU was also very rushed, introduced a ton of bugs, trivialized years of endgame content without introducing enough new content, and began the self healing AOE ranged build meta (RIP utility, healing, and single target dps builds/classes).

MotU didnt even launch with a raid. It came a month later with the second patch. Naturally the raid was a steaming pile of dog shit and was super buggy. Ironically those who had maxed out gear pre-MotU had little to no gear upgrades. The entire meta for the first month after MotU was farming the House C challenge Fire Caves (leveling up destines). Since you couldnt ransack the experience like in quests (quest ransack update didnt come till U19). They obviously patched this out a month later when they released CitW since players cant have nice things. They also released raid timer bypasses less than a month after CitW.  

I agree the new Enhancement UI is much better to look at. Although I feel like the Talent Tree system has some major flaws compared to the old system. Especially with racial enhancements. Rather than hitting an arbitrary number of points spent in the racial tree to reach your desired enhancement. The old system allowed you to cherry pick the best racial enhancements simply by spending points on your class enhancements. It feels like im forced to take more useless things now than I did in the past. Especially the plethora of active abilities I have to spam every 8 seconds.

The old enhancement system certainly had some UI issues. They should have improved it, made it bigger. Have different tabs for prestige enhancements and requirements. Separate enhancements by utility, survivability, and damage. 


Synchrono wrote on Apr 11th, 2020 at 8:43pm:
What kills DDO for new players is the fact that even if newbies are willing to do VIP subs they *STILL* have to buy the expansions... generally for cash. Its not like they can just buy the latest one and have everything up to date. If they went that route like nearly every other bloody MMO I know of (SWTOR, Guild Wars, etc) it might be more open but to ask some new player to effectively cough up a couple hunderd dollars even is damn silly for a 14+ year old game with a limited population, no real end game and a level of grind that puts Chinese gold farmers to shame.

It's that hard greedy fucking cash grab sense that will keep this game in its decline. It's not a good model to bring in new folks at all.



As Edrein mentioned they really need to bundle the old expansions for free into the newest one. Similar to what WoW does.

A F2P 2.0 launch needs to happen. Offer all old heroic content up to level 12 (necro 3) or something. Make some old races and classes free as well.

Theres no real excuse for Catacombs, Shan-to-Kor, Sharn Syndicate, and Tangleroot Gorge to still be paid content.


Edrein wrote on Apr 12th, 2020 at 1:52pm:
No offense; but I think a lot of you all have rose tinted glasses on towards the game. I felt that way about SWG til I went back and played the Pre-CU/NGE Emulators. Then I remembered how much of an unholy shitshow of a grind fest the game was. Not to mention that was before the game got the space expansion which really breathed life into SWG.

In that regard I imagine you'd all have four or five hours of loving a pre-MotU experience before you'd end up realizing you've gotten used to game post-MotU and hate the UI, design, etc. of before.



There will always be a portion of the playerbase that prefers an older rendition of the game for various reasons. Nostalgia being one of them. Just look at Classic WoW. Very popular and based on the most flawed version of WoW. Same for OSRS.

Sure, those who mostly play now would get triggered and leave. But those of us who played back then and want to return are well aware of the shortcomings. 

I would also argue a pre-MotU server would have less grind compared to now.

I also played a Pre-Cu/Nge server (SWGEmu) in 2010/11. I think the true sandbox element and the great community at the time overshadowed everything else. Having never experienced SWG until then I can confirm it was awful. The combat, farming the same womp rat or missions over and over again. I dont think I even managed to cap a profession.  

 
« Last Edit: Apr 12th, 2020 at 5:02pm by Rose-tinted Goggles »  

Update 1-13: The golden age of DDO

rest wrote on Oct 26th, 2012 at 12:53pm:
DDO is still the old fat wife I have at home who I can't fucking stand, but we've been together so long I can't see myself leaving.
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Re: Potential reasons why DDO is dying
Reply #40 - Apr 12th, 2020 at 6:33pm
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Rose-tinted Goggles wrote on Apr 12th, 2020 at 2:58pm:
I would also argue a pre-MotU server would have less grind compared to now.

Hahahahahahahaha. I'm almost crying here. Stop it.

Wait. You were serious? Oh.

Shard. Seal. Scroll. Sands.

Even the 20th reward lists led some people to ragequit the game permanently after not getting a Torc or Tharnes on their 60th or 80th completion lists. And hey, how about that Dragontouched Armor? Lotsa people got those with all of the features they wanted, right?

I'll take me a second helping of that Ravenloft and Sharn, tyvm.

The fact that a casual player will never play R10 solo, or even R1 solo is only a big deal if they let it bother them. People manage to enjoy playing basketball while knowing full well that they will never be as good as Michael Jordan - heck, most people aren't even as good as the top high school players in their town.

I see reaper wings all over the place, and it boggles the mind to imagine how someone managed to grind out that much RXP. Unending grind is there if you want it and enjoy it, but it's not mandatory to have fun.
  

Memnir wrote on Jun 14th, 2013 at 10:59am:
Note to any Turbine staffers reading this, and one I genuinely hope you share around the office: DDO has become a shit game because y'all have made it a shit game. Once it was great. Now, it's a festering puddle of monkey diarrhea. No matter how you try to justify it, or pat yourselves on the back for doing great jobs... it's a shit game now because of you. Y'all keep on giving the players the middle finger, and you keep expecting us to reward you for the abuse. I've had it with you narcissistic fuckwads and your myopic policies of ineptitude.
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Re: Potential reasons why DDO is dying
Reply #41 - Apr 14th, 2020 at 11:32am
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Edrein wrote on Apr 12th, 2020 at 1:52pm:
In that regard I imagine you'd all have four or five hours of loving a pre-MotU experience before you'd end up realizing you've gotten used to game post-MotU and hate the UI, design, etc. of before.


You'd loose the bet. I sometimes to go youtube and watch old videos, and remember the game was better at those days. The design was also what I like more. And it was not a grind fest, unlike today.
  
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Re: Potential reasons why DDO is dying
Reply #42 - Apr 14th, 2020 at 11:34am
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Kimberlite wrote on Apr 12th, 2020 at 6:33pm:
Hahahahahahahaha. I'm almost crying here. Stop it.

Wait. You were serious? Oh.

Shard. Seal. Scroll. Sands.


The difference is that the items would not make all that difference compared to the grinded power you can acquire today. You could compete with a vet on a first life charcater without epic items. A +4 tome instead of +3 wasn't all that deal. A petitioner over cc +2 focus of necro and ench wasn't all that big of deal. GS acessories had most of their power at tier 1 and 2. The festival/event items were great and helped newbies, some even best in slot (like mabar robe). ToD rings were good, but wouldn't make of break your build, and if you really wanted the stat you could easly craft it on a crap ring while you didn't have the set ring you wanted. Claw set was good, but again wasn't all that over fabricators. Same with Torc: good but not needed (concopp was the required thing). And dragon armor, questionable if best in slot before marilith, mostly used just to brag and look good. I don't know any person who had trouble to get tharne's. In any case, there were just a few items that would make a big difference, the main would be SoS.

I say this by experience. I never felt like needing to TR before MotU, I and most people would only do it to change the build. I did my first legend TR only after MotU, and had two second life characters and 2 first life ones. All were great and wouldn't lack anything side by side with vets, very useful at groups and even with few investment, some people considered my characters as role models for theirs.

If I wanted to make a new alt, it could be endgame ready and running epic raids and quests in less than one month, and I mean running and contributing as much as a veteran character to the point that if you didn't know it was new, it would be hard to guess and see difference between them.

In current game that is not the case. It's all grind.
« Last Edit: Apr 14th, 2020 at 12:09pm by Vaultaccount »  
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Re: Potential reasons why DDO is dying
Reply #43 - Apr 14th, 2020 at 12:11pm
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Vaultaccount wrote on Apr 14th, 2020 at 11:32am:
You'd loose the bet. I sometimes to go youtube and watch old videos, and remember the game was better at those days. The design was also what I like more. And it was not a grind fest, unlike today.


I don't know about that one. Longing for something you can't have and actually having it in front of you are two different things.

Sure you might beat the arbitrary number I put on there, but do you truly think you'd play it long term? I mean longer than say a week. Assuming you could even cobble together a population to sustain this theoretical server long enough for a new community to take hold.

How long do you think a bunch of crusty old veterans with love pangs for days gone by can keep the emulator for an already dying game going?

This isn't a situation like SWG where you have 12 different emulator teams with 12 different visions for the game and most of them working to make their code relatively open source so that even more modified servers/instances of the game can exist for people to play.

This is DDO. We'd be lucky to get one Pre-MotU and one 'closure' server. And I'd imagine if we're talking over all player traffic a 'closure' server will manage to bring and maintain a higher player base. For one the game in its current state appeals to a lot more people, I'm talking the 'new' tabletop players that've only experience 4E+, it also appeals to more traditional MMO players. I know for one if I could suggest my friends to try DDO 100% free with no paywalls, I'd chose the 'closure' server over the Pre-MotU.

You're forgetting content that's come out since then. The actual good shit like Ravenloft, White Plume Mountain, and to a lesser extent Keep on the Borderlands. You're forgetting classes: Druid, Warlock, Dagger-Boi, and Alchemist. You're forgetting new races, artwork, etc. Hell even the enhancement pass with it's highs and lows. Sure the game's balance has gone to shit. But strip away all of that just for the sake of nostalgia and I really think deep down a lot of you would end up hating the experience in the end.
  
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Re: Potential reasons why DDO is dying
Reply #44 - Apr 14th, 2020 at 12:51pm
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Edrein wrote on Apr 14th, 2020 at 12:11pm:
Sure you might beat the arbitrary number I put on there, but do you truly think you'd play it long term? I mean longer than say a week. Assuming you could even cobble together a population to sustain this theoretical server long enough for a new community to take hold.


I don't know how long I'd play, but it would be more than the 0 hours per week I and everyone who quitted since MotU are having. And it's not like it couldn't have new content from U11 on.

Edrein wrote on Apr 14th, 2020 at 12:11pm:
How long do you think a bunch of crusty old veterans with love pangs for days gone by can keep the emulator for an already dying game going?


Assuming there would be no new players, wich is not the case.


Edrein wrote on Apr 14th, 2020 at 12:11pm:
This is DDO. We'd be lucky to get one Pre-MotU and one 'closure' server.


I'm not discussing how it would be done.

Edrein wrote on Apr 14th, 2020 at 12:11pm:
You're forgetting content that's come out since then. The actual good shit like Ravenloft, White Plume Mountain, and to a lesser extent Keep on the Borderlands. You're forgetting classes: Druid, Warlock, Dagger-Boi, and Alchemist. You're forgetting new races, artwork, etc. Hell even the enhancement pass with it's highs and lows. Sure the game's balance has gone to shit. But strip away all of that just for the sake of nostalgia and I really think deep down a lot of you would end up hating the experience in the end.


Of this all, I only liked ravenloft. Druid was pre-MotU btw. WPM is fun as well. It's like a new version of Into the Deep. It's not hard to adapt the quests to pre-MotU values.
« Last Edit: Apr 14th, 2020 at 1:00pm by Vaultaccount »  
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Re: Potential reasons why DDO is dying
Reply #45 - Apr 14th, 2020 at 4:13pm
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Rose-tinted Goggles wrote on Apr 10th, 2020 at 1:30pm:
You're referring to the F2P launch that brought Dungeon Scaling and the Dungeon Alert system?

Yup. Both changes ticked me off. And, uh, clearly, lag ain't fixed.
  
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Re: Potential reasons why DDO is dying
Reply #46 - Apr 14th, 2020 at 9:45pm
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Kimberlite wrote on Apr 12th, 2020 at 6:33pm:
Hahahahahahahaha. I'm almost crying here. Stop it.

Wait. You were serious? Oh.

Shard. Seal. Scroll. Sands.


Actually, Updates 10-12 severely reduced the grind needed to become viable in the epic endgame. Cannith Crafting allowed boss beaters and to-hit items to be readily available. Outclassing the majority of items, even epic.

Update 11 named items and Update 12 House C challenge "welfare epics" also severely cut down the grind needed to obtain epic viable items. In fact, the level 16 Elemental Khopesh of Water slotted with bleeding/holy was really close to Lit 2 in dps and beat out the alchemical (although you would off-hand the alchemical to give your main hand the 6% doublestrike).

Add in DT armor, mid-game items from heroic raids (tharnes goggles etc.), and a single shard HP Green steel accessory. Wasnt that hard to get geared.

Now, You could argue 100% min/max was massive a grind. I would agree, the majority of it going after the "chaser" epics (SoS, marilith chain, red helm/armor, and +4 tomes). Although I could simply say 100% min/maxing today is worse. Which it is. Good luck maxing out destiny trees, sentient xp, reaper trees, and at least a couple dozen epic and racial pastlives along with the endgame gear.      

Also, was farming raids twice a week really that bad? I would take that over farming endless amounts of experience like today.


Kimberlite wrote on Apr 12th, 2020 at 6:33pm:
Even the 20th reward lists led some people to ragequit the game permanently after not getting a Torc or Tharnes on their 60th or 80th completion lists. And hey, how about that Dragontouched Armor? Lotsa people got those with all of the features they wanted, right?



ToD rings would have been a better example for the 20th lists. Tharnes goggles were handed out like candy. I agree not getting your Encrusted ring on your 80th ToD sucked but I dont see how thats any different from three years ago. I guess the only difference is you couldnt bypass your way to a 20th list.   

Dragontouched armor wasnt that bad. Sometime in 2009 they allowed you to crunch Eldritch runes into Tempest. And Tempest into Sovereign. Zerging Prey on the Hunter on casual 3 times to have a shot at what you wanted just took time is all. 


Kimberlite wrote on Apr 12th, 2020 at 6:33pm:
The fact that a casual player will never play R10 solo, or even R1 solo is only a big deal if they let it bother them. People manage to enjoy playing basketball while knowing full well that they will never be as good as Michael Jordan - heck, most people aren't even as good as the top high school players in their town.

I see reaper wings all over the place, and it boggles the mind to imagine how someone managed to grind out that much RXP. Unending grind is there if you want it and enjoy it, but it's not mandatory to have fun.



"You just need to hit 30, get some gear, get a couple destinies capped, some reaper xp, some sentient xp, and a couple racial/epic pastlives".

Either way of looking at it.  Whether that be min/max or casual. Theres more grind now. Current ddo just has more ways to bypass said grind with cash monies.


Edrein wrote on Apr 14th, 2020 at 12:11pm:
This is DDO. We'd be lucky to get one Pre-MotU and one 'closure' server. And I'd imagine if we're talking over all player traffic a 'closure' server will manage to bring and maintain a higher player base. For one the game in its current state appeals to a lot more people, I'm talking the 'new' tabletop players that've only experience 4E+, it also appeals to more traditional MMO players. I know for one if I could suggest my friends to try DDO 100% free with no paywalls, I'd chose the 'closure' server over the Pre-MotU.

You're forgetting content that's come out since then. The actual good shit like Ravenloft, White Plume Mountain, and to a lesser extent Keep on the Borderlands. You're forgetting classes: Druid, Warlock, Dagger-Boi, and Alchemist. You're forgetting new races, artwork, etc. Hell even the enhancement pass with it's highs and lows. Sure the game's balance has gone to shit. But strip away all of that just for the sake of nostalgia and I really think deep down a lot of you would end up hating the experience in the end.



Its hard to speculate which would be more popular. Current players would flock to the closure server. Although theres a considerable amount of people who quit post-MotU after the shit show that was MotU and later updates. Get a fraction of that playerbase and you got a healthy server (also nostalgia can be a hell of a drug).

Current ddo would have more content. But what good is that content if most of it is irrelevant? Are people going to farm Ravenloft/sharn despite the cap being level 40 or higher? Sure, legendary reincarnation will force people through that content but players choose the path of least resistance. Are people going to play Alchemist when the meta is druids and monk splits? I think despite it having more content, most of it would be hardly utilized. If that makes sense.

At this point we would be incredibly lucky for any private server (once ddo dies). Sadly I dont think DDO has enough players capable/driven enough to create one.


Strake wrote on Apr 14th, 2020 at 4:13pm:
Yup. Both changes ticked me off. And, uh, clearly, lag ain't fixed.


I joined with the F2P launch. Sadly, I couldnt experience what it was like without those "iMprOVemEnTs" to the game.



« Last Edit: Apr 15th, 2020 at 9:29am by Rose-tinted Goggles »  

Update 1-13: The golden age of DDO

rest wrote on Oct 26th, 2012 at 12:53pm:
DDO is still the old fat wife I have at home who I can't fucking stand, but we've been together so long I can't see myself leaving.
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Re: Potential reasons why DDO is dying
Reply #47 - Apr 15th, 2020 at 1:22am
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Here's another reason
Because we got stupid fucks like these

https://www.ddo.com/forums/showthread.php/514096-You-forgot-to-trim-a-crit-range...
  

karavek wrote on May 6th, 2017 at 8:10pm:
Look dude just because you hate a cunt doesn't mean you stop fucking the bitch you just turn her over and hate fuck her ass bloody then your take her to Tijuana and sell her ass to some spic pimp.
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Re: Potential reasons why DDO is dying
Reply #48 - Apr 15th, 2020 at 1:30am
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Halfmaniac wrote on Apr 15th, 2020 at 1:22am:
Here's another reason
Because we got stupid fucks like these

https://www.ddo.com/forums/showthread.php/514096-You-forgot-to-trim-a-crit-range...


Tilomere is a cuck  Roll Eyes
  
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Re: Potential reasons why DDO is dying
Reply #49 - Apr 15th, 2020 at 6:33am
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Haha, green-eyed crybaby cunt.
  
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