View Full Version : POLL: RPG or TPS?
Mon, 29th Nov '04, 1:44am
The developer has already announced that your manual skills will replace character AC scores in combat, which means if you can (manually) dodge it, your character will dodge it. The rest of combat revolves around memorising combat sequences under specific hotkeys. This makes me wonder how many of you still consider it a roleplaying game, let alone a D&D game. My own vote is TPS.
Edit: Just to avoid confusion, TPS is Third Person Shooter. More like Stabber or Spellcaster in this particular case, unless you're using a bow, or something.
[ November 29, 2004, 02:09: Message edited by: chevalier ]
This poll contains 1 question(s). 24 user(s) have voted.
You may not view the results of this poll without voting.
Poll Results: RPG or TPS? (24 votes.)
RPG or TPS? (Choose 1)
* RPG - 38% (9)
* TPS - 63% (15)
Mon, 29th Nov '04, 1:42pm
It'll have next to nothing in terms of role-playing, that's already been established. It'll be a hack & slash action title with random dungeons & D&D monsters. Frankly, I doubt they'll make any impact whatsoever in the MMORPG world. Just another mindless hackfest to add to the pile.
Hack & slash is interesting only to a point, and since the characters will be capped at level 20 initially (I don't think they're implementing ECL on release), I wonder what they intend to do with characters who reach level 20 in the first week... Heh. Even with ECL you can only go so far. Level 50? 100? In a matter of what, weeks? Months? Come on... The whole environment would be brimful of people with more levels than gods a short time after the release.
Mon, 29th Nov '04, 8:54pm
I agree, the D&D leveling system just isnt suited to MMORPG's. One of the major factors, if not even the most important one is getting more powerful. With 20 levels so far and somewhere around 40 being the max possible while still abiding the D&D world, they'd have to strech this advancing really, really thin.
A level in a month? Not very attractive.
Tue, 30th Nov '04, 9:19am
Well I definitely think playerskill should affect the game. To me it seems closer to PnP if you can actually decide when to jump for cover, when to back out of reach of that huge club, or running behind the corner for the coming explosion etc. Compared to the typical style where your character just stands still and dice rolls decide everything from wether the flames or that club will hit you or not. Afterall, you make the decision of what you do, only after that the GM rolls the dice to decide wether you succeed or not. And usually you have more choices than to stand still or stand still and hit something.
I don't like the idea of replacing AC completely though. A hybrid system would be better. Anyway, what I like most about DDO thus far is that they're pretty straightforward in what they're doing. Better to try something genuinely new and fail than never try at all, I think.
The level system will be a tough one though. With only 20 levels, the game better be 100 times more fun than any other game thus far to allow for the incredibly slow leveling. This is definitely a difficult project though. D&D is so obviously PnP, I'm afraid that even with or without compromises, a MMO version of that just can't work as well as it should.
Wed, 19th Jan '05, 5:10pm
Being able to dodge manually would make sense, but only to the extent allowed by your character's dexterity and trained skills, if they want to label the game a D&D one. For instance, a 15 DEX thief with acrobatic skills should be able not only to strafe quickly, but also to jump and do cartwheels to dodge attacks. On the other hand, a fighter with low dexterity and heavy armour should perhaps be allowed to strafe only, but not to jump.
Removing AC completely makes no sense, however. Diablo 2 included an automatic 'chance to block' for shields, on top of the armour protection. Even that would be better than removing AC for good. Otherwise, what is the point of wearing armour at all, when a player who knows the dodge/block controls can avoid most, if not all hits, by punching keys fast enough?
Tue, 15th Mar '05, 6:11pm
Colthrum makes an excelent point, DDO has potential but I'm afraid it will turn into a button mashing fest. This is an example of a game that could totaly rock or just suck.
As to removing AC well it's clear the game makers wish to make it a game more about skill then whether you are wearing strong enough armor or not. Their intentions seem good but I have this sinking feeling that it will fall short, real short.
Tue, 12th Apr '05, 3:27pm
What about physical stats then? Now making a DEX 3 character is a simple and obvious decision. Same would go for low INT─you should still have the same choices and the same kind of ability to work puzzles, right?
Seems to me the appeal of D&D online will be only initial and won't carry over for too long.
Sat, 7th May '05, 10:39pm
I think the easiest way to solve this is to go with an updated morrowind system, or perhaps Colthdrum's idea with the DEX. In my opinion, most MMORPGs turn into button masshing or click fights anyways. Now, If they were to incorporate the fairyland system (turn-based like console RPGs), not only would they solve the button mashing conflict, they could also prevent interference from other players, which in my opinion ruins a game. I.E. Runescape would be fun, if it were not for resource hoggers and things of that nature. Really and truly, i think If D&DO were to incorporate turned-based fighting and actual, strategical value to the game, i would buy it, no question.
Sat, 14th May '05, 3:01am
Aparently they are making an ALFA for DDO, thus there may be a chance for roleplaying. I think this game could work well with an ALFA, that way the freedom given in the game won't be abused with power-gaming and such.
Fri, 8th Jul '05, 11:16pm
I think the solution will be to alter the experience point leevels so that it takes a lot longver to reach the next one. It will not be a problem with people getting impatient to elvel up so long as there is plenty to do in tha game -- or they could offerf some sort of mid-level bonus like incremental skill adjustments or something.