Tag Archive: Dungeons & Dragons Online

Mar 04 2011

Boardwalking: Dungeons & Dragons Online

Anniversaries abound, and Dungeons and Dragons Online is five. A surprisingly pacey action-based interpretation of the more typically slow moving game of dice, tables, charts and imagination. In recent years it is perhaps most widely known for pioneering the current widespread move of traditional western MMOs from monthly subscription to free-to-play cash shop billing models, arguably paving the way for a more accessible kind of genre.

Here come the threads:

Corrupt a Wish: DDO Style

By far the busiest thread, (1251 replies), and one that was started about three years ago, yet still finds itself on the first page. It’s a parlour game! What could anyone find objectionable about that? The idea is that you make a wish, and the next person then has to ruin it, and then make their own wish, and so on. Very much an exploration of the Literal Genie trope, a favourite of sadistic Dungeon Masters everywhere, and why in general, the extremely overpowered ‘Wish’ spell is generally left the hell uncast, thankyouverymuch. Do Not Rub The Lamp!

Too many entries to explore in detail, but mostly they seem to be of the ‘I wish X wasn’t so difficult’ ‘Fine, but Y reward is now much less’ type; risk vs. reward on specific difficult encounters in game. Some wittier ideas in play, and a fair few not even about DDO. The dynamic nature of a forum causes a lot of trampling and collisions with the replies, what with it being a game being played by hundreds of people, with no obvious turn sequence, but on the whole it works. I’m guessing wildly here, not being much of a DDO Expert myself, but I imagine many of the suggestions and counters are in fact subtle (and not so subtle) digs at current game features or lack there of.

It’s all good fun and everything, but after thirty odd pages of this stuff, one finds oneself picking up all sorts of undertones. Subliminal morals like; ‘Be happy with what you have’, ‘It could be much worse’, ‘Don’t dream, you’ll only be disapointed’, ‘Ambition leads to ruin’ and similar. Is that just me, or is there something in both the frequency and ease with which most DDO forum correspondents are capable of ruining other people’s aspirations?

Anyway, at time of writing, the last wish is amusingly enough ‘I wish I hadn’t posted in this thread’, to which I can think of no reply that won’t cause the universe to implode in a puff of paradox.

On to more serious matters for number two:

So THAT pretty much borked the economy. Now what?

In which one chap examines a major side effect of the recent anniversary event hijinks, namely that vast amounts of money and overpowered items were liberally dished out, causing a massive shift in the economic state of affairs in the game. He cites gutted auction houses and vastly overpriced remaining items. Apparently, an arrowhead now costs half a million plat in the wake of the bumper giveaway.

This is something that has always puzzled me about the fantasy genre as a whole, and D&D in particular.

An English two-pence piece is made of copper-plated steel, has a volume of about 150 cubic millimetres, and weighs 7.12 grams. (Pardon my metric, I’m sure!) A similar sized coin made of pure platinum would weigh about two and half times as much; 17.8g. Half a million of those would make a stack of coins about 0.9 kilometres tall, or just over half a mile (~3000 ft). This stack of coins would weigh 8.9 metric tonnes. I imagine the coins at the bottom would not be terribly happy. We of 21st Century Earth, produce about 30 tonnes of platinum, worldwide, a year! Aren’t there Encumbrance Rules to stop this kind of nonsense?

An arrowhead is basically a bit of flint with the edges chipped off.

Out of interest, such theoretical coins, in our world, would be worth about $1160 each, or 5.8 billion USD for the whole arrowhead-buying stack. I expect there are similar absurd numbers to do with coins made entirely of gold, silver and copper, but you can see why we have bank notes and electronic fund transfer today!

Casually sauntering up to the Auction House with two elephant’s weight in a metal which is only valuable by virtue OF RARITY, and buying common household items smacks of hyperinflation to me, and it seems the recent event has raised a few eyebrows.

Some folks dispute the evidence, suggesting that hyperinflation was a way of life before the anniversary, and thinking back to my time in there, there were always items on the broker with a mind-boggling number of zeros in the price. Mind you, as several people point out, listing the item and actually making the sale are different things.

One commenter suggests that the event makes it possible to farm one million plat in about fourty minutes, which does seem a lot for very little, and if everyone is doing it, the economy will obviously reflect this. Some call for more cash sinks, more ways to bleed this excess out of the system, but are vague on how. Any additional ‘costs’ are likely to hit all types of player, not just the rich farming ones, but a windfall tax is likely to alienate high-level rich, and core veteran players, which should be avoided where possible. Some try to make RL comparisons, but seriously, see above re: mile-high piles of platinum coins. Reality is no help here!

It all gets a bit tit for tat as the thread progresses, with many of the opinion that this new wealth will average out over the next few months. Monty Haul gets a mention, which made me smile, but perhaps there is truth in the accusation; has the event been far too generous for the game’s good? It’s a common trap for over-kindly DMs in Pen and Paper games.

In my experience, what happens next, once a currency becomes overabundant and prices enter the millions for common stuff, is that an alternate currency takes over. There will be some truly rare and inherently useful object which will become the new trading unit, against which all the phat loot will be recalibrated, pricewise, and business will become a trade chat based affair, using this new item as money, leaving the original currency something just for new players to fiddle about with.

I’d never really figured DDO as much of an economic game anyway, in the sense that EVE Online or Pirates of the Burning Sea are, so wonder if beyond this thread, many players will notice much of the fallout, or indeed, care. Some folks enjoy economic gameplay though, regardless of setting, and it must be annoying for them to have poor planning or ill-conceived quest design cause so much chaos. To hear some describe it, it almost seems like a kind of Turbine-Sanctioned, legal, dupe bug going on here.

I guess that the plat-generating event behind it all is a seasonal, one-off, activity and will go away again soon, but it does seem like it will leave a lasting legacy on the rest of the game, and perhaps not an intended one.

Permanent link to this article: http://howtomurdertime.com/blog/2011/03/04/boardwalking-dungeons-dragons-online.html

Jul 30 2007

The Facets of Adventuring…

More Dungeons and Dragons Online over the weekend, and I’m now, if anything, even more confused than a week ago, rather than getting the hang of it all, as one would expect. Two very different kind of session, showing me two quite different sorts of game really.

 

Last time saw me grumbling about being in a group that didn’t really need me, and so to avoid similar kinds of frustration, I took the initiative a bit, and did something I almost never do in my usual online wanderings, and that’s start a group of my own. The party window is a very powerful tool, allowing you to put up an extremely tailored ‘classified ad’, with level restrictions, class requirements, and even the specific adventure you’re looking for help dealing with. No need for generic ‘LFG’ spam here – its all integrated into the game in a very efficient manner, and after loitering on the docks for only a few minutes, soon had a decently balanced party, all of my own level, raring to go. A Rogue (me) for the traps, check! A Fighter for the front line, check! A Cleric for healing…two of those turned up – bonus! I’d have liked a Wizard or similar, for the back row fire-support, but it looked solid, and so we set about a range of level one solo/party quests, in Normal Mode, mostly as a warm up.

 

They went well, but then given the vast jump in difficulty between levels one and two in DDO, something spectacular would have had to have gone wrong for this group to fail. Well, they went well from an Objectives point of view at least – we ticked off the tasks, found treasure aplenty, and no-one died. Once again though, I’d found myself in a group made up mostly of people who had done these quests before.

Random Other Non-Rogue Party Member: ‘trap here’

Me: ‘gee, thanks’

 

Not that they were bad people, as such, but it’s a difficult situation. Consider:

You are a member of a traditional dungeon crawling party. You’ve been here before, and the Rogue hasn’t. Ahead, is an archway that you know to contain a trap powerful enough to kill all of you instantly, if triggered. Do you warn the group, to stop a potential catastrophe ruining it for all of you, or do you keep silent and allow the Rogue to maybe discover it for themselves for the first time, and not spoil the wonder and surprise of their chosen craft?

Tough call, and not necessarily something done out of spite. One of the Clerics did this most of the way through, not to ruin my fun I guess, but out of concern for all of us. I didn’t have the heart to tell them to stop doing it, and anyway, even one level up with Action Point enhancements, my Spot skill isn’t guaranteed. Perhaps sometimes, we’re meant to get hit by the odd trap or two. It’s part of the challenge.

 

They were nice enough people, although somehow I’d managed to assemble a group in which I was the only native English-speaker, which caused some fun and games in itself. Lots of umlauts going on, and many more ‘o’s with strokes through them than I normally like. A difficulty somewhat unique to EU servers, I find. Europe is a melting pot of cultures, most of whom are very proud of their mother tongues, rightly so and I accept that, but I know very little Scandinavian, which made life a bit more difficult than it would have otherwise been.

Things proceeded somewhat faster than I liked again, and I still don’t know if was me, them, or the game itself, or what. For much of the romp, they all seemed to be playing a particularly spirited game of “Half Life with Swords”, while I was trying to play a very methodical version  “Thief: Deadly Shadows”, and the two styles simply didn’t work together. Maybe I should have started getting harsh with Orders, “Sit!”, “Stay!”, “Come!”, that kind of thing. I’m not sure that would have helped matters though, so once more found myself mostly a kind of Ranger, rather than Rogue, and the whole sneaking ahead to scout out the enemy thing fell by the wayside very early on, as I just legged it along behind, trying to keep up, and maybe land an arrow or two before the three melee types mashed the poor Kobold into the flagstones.

Perhaps that is the best way – charge on through and brute-force the way to the end. At any rate, we did well, and everyone seemed to be enjoying themselves, which is the main thing. Emboldened by our success with had a crack at a Level 2 adventure, marked on the journal as ‘long’ in duration. I’m not quite sure how long Turbine think ‘long’ is, but we barreled through that particular sewer, and eliminated the target pair of Kobold bosses in about fifteen to twenty minutes of concentrated mayhem. The healing power of two Clerics did make up for a lot of sloppy coordination though, particularly since in DDO, and�unlike pretty much everywhere else, the Cleric is actually a fairly respectable plate-wearing melee juggernaut, as well as being the main healing class. No robe and wands here!

Mind you, the Rogue on the other hand, is a far flimsier creature in DDO than found elsewhere, and I still managed to get myself beaten to death in one of the end boss fights, mostly due to an overcompensatory urge to be seen to be ‘pulling my weight’ in combat. I didn’t mind that much…we did win after all, and they even brought me back from the dead to have my turn at the big treasure chest at the end, which was nice of them.

Later on we lost a Cleric, but gained a Wizard, and tried another suitably leveled adventure – library under a lighthouse this time, where we had to steal a book from a scholar. Things went bad and we then had to fight our way out through a variety of traps (‘trap here’), undead (‘turn them!’ ‘what?’), and assorted other difficulties. Wizards seem quite fun, and I must have a go at one before my time is up.

The breakneck pace did all get a bit much in the end though, and I found myself having to give up for the night, long before I usually turn in.

 

The next day, refreshed, I spent a much more relaxed afternoon, soloing instead. This went much better, seeing me basically picking off any ‘solo/party’ level 2 adventures, listed in a handy ‘Adventure Compendium’ window, in Solo mode. There certainly does seem to be plenty of them with these two different modes in there, allaying fears of a lack of any real solo content. You get less out of the treasure chests, and the monsters are fewer, and not as difficult, but most importantly for me, you get to set your own pace. They’re the same dungeon as the group version would see, only toned down a bit.

The next few dungeons went a lot more like Thief. I could skulk, creep, assassinate and do all my own discovery of traps, secrets and interesting and surprisingly diverse underground architecture, without any of the constant anxieties that accompanied any pick-up-party I seemed to join. These dungeons took much longer, but I was enjoying myself, and I do wonder if the whole party ought to be traveling at the speed of the sneakiest thief anyway, rather than the more customary rampaging I’d seen to date. Trap here? No problem, just blast on through it and chug a Potion of Light Heal on the other side! gogogo!!! I prefer a more elegant approach, personally.

 

I still found problems to grumble about though, proving it’s not just Other People that are the problem. The very speed of the game is a very confusing thing too. One moment, you’ll be creeping along, keeping to the shadows, sensing for danger and seeing what’s ahead. Then you’ll spot a monster, line up the bow, let fly and if you’re lucky, you’ll kill him stone dead there and then. If you’re unlucky, it’ll survive, and come at you, and all hell breaks loose. The melee combat in DDO is a bit of a nightmare for me. It’s essentially FPS action, of a sort. You need to aim the swings, or arrow or spells. Having the mob targeted helps, but doesn’t then guarantee a hit, and you still need to be facing it, and in range. The mobs leap about all over the place, on purpose, and are shooting off all sorts of spells, throwing spears and generally being a very difficult to hit. There is no auto-attack, you don’t automatically turn to face the target, and you don’t automatically run to the right range for the weapon.

It makes for an almost Planetside-like experience in some ways, and mouse-look mode is a must. Trouble is, in Planetside, you aren’t also trying to keep three banks of hotkeys going with various traditional MMO special attacks, an inventory and a chat window as well, let alone keeping an eye on the other party members health, etc. Well, okay…bad example – in PS you often are, but that’s the point! It’s Planetside!

I spent most of those moments frantically tumbling about the place, hoping to get far enough away to get a few arrows shots in before they mash me to a paste. Either that or desperately running backwards, backpedalling while I fire arrows madly. Maybe I’m getting old and slow, but it’s a lot more hectic that any other MMO combat I’ve played, including Guild Wars.

 

And then suddenly, and assuming you survive, it’s back to the painstaking stealth and creeping along tunnels, and I just wish I could get a handle on the pace of the game – wish it would make it’s mind up. I’m just about starting to get the hang of the somewhat bizarre and unique default keymappings it has, but the combat looks like it’s going to take me a long time to get competent at – longer than ten days, certainly. This whole slow, fast, slow, fast, slow gameplay does become a bit wearying after a while, and I found that I honestly can’t play the thing for more than an hour or two at a time, much as I’d like to play it more.

Trouble is, it looks and even feels just like any other traditional Fantasy Based MMO, and it’s a very difficult thing to get out of the accompanying mindset – the conventions, the expectations and the false familiarity of it all.

 

Still a few more days to go, before the end of the trial and the big review roundup thing, so hopefully there’s time for an ‘ahhhhh!’ moment or an epiphany. At present though, it’s all just making me very confused. Still, on the plus side, it did all remind me what an excellent game Thief: Deadly Shadows was, and afterward, I promptly reinstalled that for another go!

 

Oh, just noticed! 400TH POST!!11 w00t! +1 lolz

Permanent link to this article: http://howtomurdertime.com/blog/2007/07/30/the-facets-of-adventuring.html

Jul 25 2007

The Ranterbury Tales: The Canary’s Tale…

Ask and it shall be delivered!

My first real go at group work in Dungeons and Dragons Online the other night, and something of an eye opener, and exercise in frustration to some extent. I’d quite quickly found myself fascinated with the idea of traps, secret doors and so on, so rerolled as a Rogue, to better get to grips with this unusual and somewhat unique feature. Also, the dwarf’s running animations are pretty awful, somewhere between ‘constipated ape in a hurry’ and ‘seized up robot’. Turns out I needn’t have worried too much – halfling running looks just as bad, and they’re also impossibly thin across the shoulders, lending a somewhat anorexic feel to them. Possibly I don’t have my screen set to the right aspect ratio. Not important though, and off we go!

I romped through the first couple of solo adventures, as before, and got out into the Harbor District again – the first main lobby zone. A quick run around to familiarise myself with the place somewhat, and on goes the LFG flag.

 

DDO’s LFG tools are very well done actually. Groups can be found, or applied for on a Quest-by-Quest basis, which is a nice feature, along with the more usual Search-by-Level, Search-by-Class, and so on. Class is important here, because perhaps more than most other MMO I’ve seen, the party’s class composition is quite important. There are a number of key jobs to be covered, and although you can muddle through just about without some of them, it’s a hard uphill struggle, if this trip was anything to go by. I’m getting ahead of myself though.

Although there were quite a few groups listed as seeking, and I didn’t much care what the quest was, none of them were looking for folks my level; one. Not to worry, I’ll get on with one of these solo adventures in the meantime. Early reviews of DDO were quite critical over the lack of solo content. It’s hard to say if that’s necessarily improved a lot now, but there are certainly a decent number of dungeon instances aimed specifically at solo players now, along with adventures that can be attempted in either Solo or Normal difficulty mode. This difficulty is selectable when you enter the instance, and also includes Hard and Elite modes too, available as unlocks when you’ve successfully completed the dungeon on the previous setting.

 

So the next hour or so saw me vanquish an infestation of spiders in a family crypt, while only accidentally destroying a few sarcophagi in the process. Unacceptable collateral damage as a quest fail condition…novel! I ransacked a Miller’s warehouse and fought my way through his mechanical guard dogs to find some taxes he was hiding, and managed to eliminate a band of warehouse looters without accidentally setting off the barrels of gunpower left carelessly lying about the place. Entertaining stuff, but not really why I was there.

Luckily, while in the middle of trying to protect an NPC priest from scorpion assault while he consecrated an altar, a group invite tell pops up.

 

A quick jog across the Harbour later, including a very steep flight of stairs that I miss every time, we assemble outside the Waterworks. It’s an odd group consisting mostly of Fighters, Rangers, a Barbarian, a Rogue (me), and a Bard, who was the only person in the group with any kind of magical powers. Bit of a sinking feeling, (“Don’t we need a Cleric?”, “Naaah”), but I’m hardly in any position to argue, as I’m new, and also two levels lower than most of the rest of the team. When in Rome, and all that. We grab a quest from the guardsman standing outside the doorway, which to be honest, I was in too much of a rush to read properly. I think it was to do with missing guardsmen, and Something Unpleasant In The Sewers. And in we went. On Hard Mode. On an Adventure aimed at Level 3 characters.

 

First we had to get to the actual instance. Turns out that the Waterworks are a kind of explorable linking zone of sorts. I didn’t see anyone else other than our party in there, so I couldn’t tell if this was an instance itself or not. It has monsters, and you do actually get xp for killing them. It’s done in an odd way though. When you first see them, you’re simultaneously given an impromptu pop up quest to defeat the ‘encounter’, and it’s from this that you get the xp – not the actual kill itself. A strange way of doing things – perhaps a kludge to allow basic mob-whacking into their framework of only giving xp for quest completion.

Not that it mattered to me, mind you, as lagging behind, not knowing the way and just desperately trying to keep up, all I saw were empty tunnels and corpses, scoured clean by the melee types way ahead of me. Part of me is relieved, as I’m a L1 DPS paper-tank in a L3 Hard Mode zone, and part of me is feeling a bit left out. I suspect I was only recruited as a kind of semi-autonomous lockpick on legs really, but that’s okay…it’s why I picked Rogue.

We gathered at a drainage hatch inside the greater Waterworks zone and all dived into the actual target instance – a sub-sewer infested with kobolds. I think there may have been captive guards in there too. We gathered inside, and it’s only then that I start to learn just how crucially important Level actually is in DDO.

 

We move up to the first archway in the main tunnel. ‘trap here’, one of the Fighters says. Clearly, he’s done this particular dungeon before. I nod professionally. ‘Ohh yes. Trap! Definitely! You can tell by the…err…way the moss is growing on the north side of the trunk, you see…and these markings…yep. trap. trappity-trappity-trap-trap…’

I hurriedly consult with my ‘Spot’ check detection ability, a function of one of my Rogue skills, which is meant to warn me of impending Giant Rolling Balls, Pressure Plates and the like. It stares back at me in the vaults of my mind with a kind of blank stare and spread-hands shrug, mouthing ‘What trap?’ I try the ‘Search for Anything Suspicious’ hotkey a few times anyway. It finds nothing at all out of the ordinary, reporting back ‘Perfectly safe here, guv!’ with a cheerful smile.

I step forward into the archway, and am hit from the sides by two high pressure hoses, only filled with green acid stuff, and die instantly, not ten feet from the start of the instance.

A little embarrassing, but the group are fairly cool about it. One of them picks up my Spirit Stone thing and they just casually stroll through the streaming jets of green gunk and move on, taking largely superficial burns as they do. I now get to follow the party as a ghost, in a kind of Observer Mode, until they reach the next Resurrection Shrine. A quite informative trip, with none of the tedious difficulties of Being Mortal; combat damage, further traps, injury or death.

 

We get there in the end, and I come back to life. The scene repeats itself in varying shades of hurt, but nothing quite as drastic or fatal happens. But throughout the rest of the adventure, I didn’t spot a single trap in time, or even find the boxes to turn them off once that had gone off and become plainly visible, and the only secret doors I saw were the ones that everyone else saw first, most likely automatically as plot points. Combat was little better, and in the end I just resorted to hanging at the back, firing the odd arrow and hoping against hope to actually make my ‘To Hit’ dice roll.

 

Mind you…I wasn’t the only problem with the group and the whole thing was conducted at the kind of breakneck speed one would expect in WoW, EQ2, etc, rather than the slower more methodical approach that a game of D&D, and I suspect by implication, DDO must need. Quite a bit of solo gung-ho warrioring going on and the poor Bard, who for some bizarre reason, was our primary, and only, healer was having real troubles keeping up. I suspect it was only a massive, and cost-prohibitively expensive, stock of healing potions in the meleefolk’s inventories, funded by a more successful main character, that kept us all going at all.

One particularly cunning scripted kobold ambush caught us by surprise. Well, me anyway – perhaps the others had just forgotten about it since the last time they’d been through. They had shamans and all sorts – giving it all that with Hold Person, Fear, an other novel and interesting way to completely lose control of one’s character. I think the idea is that some of the party make their saving throws, and can carry the day.

Combat is quite hectic, and the controls are unfamiliar enough for me to have troubles with it all. One thing that previous offline single-player D&D-based games all have, which DDO desperately needs, but can’t ever have, is a pause button. Baldur’s Gate and Neverwinter Nights were often only playable in parts because you could halt the more hectic action as needed, review what’s going on, issue fresh orders to everyone, and then start it going again. Obviously, you can’t ‘pause’ an MMO, but the lack of any kind of ‘turn-based’ ordering in favour of a strange kind of free-fire pseudo-FPS mechanic is clearly going to take a bit of getting used to, and probably a great deal of experimentation in the Key Bindings window. Mind you, on the plus side, free-fire FPS-style Archery is a lot of fun, particularly from on high ledges, vs Melee monsters that can’t reach you!

 

The ambush was all a bit too hectic as it turned out, and we wiped. One of the other newer folk decided he’d had enough at that point and pulled a technically excellent ‘sry gtg :( ‘, and full-point sudden linkdeath, but I wasn’t too worried about it all. It’s all interesting, and the remaining group members were very understanding about my impotence, and didn’t seem to mind effectively taking me on a guided tour with free loot and xp.

 

One quick regroup later, we continued, and staying out of the way myself, we (or rather, they) did much better, and eventually completed whatever it was that we’d been sent in there to do – kill a Kobold Chieftain, I think. They were polite, kind, good-natured people and I got chatting with one of them after, about the game and it’s people in a broader sense, and learnt a bit. I got more than enough xp to level, along with a huge pile of cash that should see me fine for the next four or five levels, and a big bunch of gems and magical items. Not sure I’ve really earned all that, mind you, and there isn’t an awful lot I actually need to buy at this level.

 

Levels… DDO only has 20 of them in total, each divided into four ‘ranks’, and nowhere has the gulf between level three and level one been so staggeringly huge. In something like WoW, level three comes mostly before you’ve finished reading the ‘Use the WASD’ keys to move!’ pop up tool tips, and throughout, jumping on a monster marked out as ‘Yellow’ – maybe two or three levels above you – is not only manageable, but often routine. Perhaps the Ranks are a more accurate breakdown. I’d have been…Level, er, two, vs a, hmm, level twelve (Elite) dungeon? Trouble is, you only get one ‘talent-like’ Action Point to spend at each rank mark in your progress, and the majority of your numbers, only go up at levels proper.

 

All this means that you really do need to go to where you’re supposed to be, and with people who are also supposed to be there. Clearly in the above adventure, I was way out of my depth. This is especially noticeable when you’re the group’s Rogue, and the only reliable method you have on hand for spotting hidden dangers, is the ‘Miner’s Canary’ method, illustrated above!

 

Another thing that quickly became apparent – you really do need to take your time with it all. Charging into the place as if it were the Deadmines, or Blackburrow, is a fast recipe for disaster, particularly if this is your first time in the place. DDO makes extensive use of all sorts of techniques that take a bit of time to work through; traps, scripted events, hidden doors, ambush from behind, all that, and anyway, much of the work that’s gone into these interesting and largely unique dungeon romps, does seem to bear closer examination, if only to let the ‘DM’ finish speaking his sentence before dashing through and triggering the next one! Then again – if you’ve done this dungeon enough times before, to know where everything is, and have heard all the story before, why wouldn’t you want to hurry along with it?

It’s strange, but in some ways, the game feels like it’s at war with itself – torn between a patient methodical and rich storytelling experience on the one hand, and the demands, limitations and expectations of fast-paced instance crawling MMO gameplay on the other. It’s hard to say how much of this is the game itself, and how much of it is just that we, the players, are now so used to something different to what DDO is trying to be – a return to an older style of gaming, in new context.

 

Anyway, interesting stuff, and lessons learned. Plenty more goes before the trial runs out, and hopefully, those will be more in my current ballpark…

Permanent link to this article: http://howtomurdertime.com/blog/2007/07/25/the-ranterbury-tales-the-canarys-tale.html

Jul 23 2007

The Master of Dungeons…

So moving on from the contemporary masked vigilantism, it’s back to basics with Dungeons and Dragons Online: Stormreach. Of course, the first stage was getting a trial at all, which proved to be a bit of an adventure in itself.

“You have followed the link given to you by the DDO trial webpage, and now find yourself gazing at the terrifying visage of a File Planet login page. Vile and unpleasant banner ads crawl about the screen in all directions, clashing wildly and threatening to overwhelm your resolve and send you off to find a Matrix Online trial instead. You swallow your pride and create yet another spurious login and password, having long since forgotten your last one. The sound of other disgruntled adventurers ahead tells you that you may have to queue for quite some time.”

Yes, somewhat unprofessionally, the free trial link on the DDO website just sends you to File Planet to get the thing, which weighs in at about 2GB, and takes around 4 hours thanks to File Planet’s wonderful 1940′s valve-based server technology. Oh! I pay mun-eh, I can haz fast serverz? Took three goes in the end, and even then, I ended up with a self-extracting exe that just made my little ‘I’m busy, go away’ cursor do that little spinning circle thing indefinitely, and required a hard-reboot to get my desktop back. In the end, I had to go off and find this proprietary 7-zip super-zipfile extractor thing and do it myself.

That got me to the pre-patch phase. Patching itself took another four hours, and at one point, I was encouraged to go and get an optional 3.3 -> 4.0 launcher patch (500mb), from File Planet again! I’m not sure using File Planet as a primary file distribution mechanism quite fills me with confidence to be honest.

 

Actually, just stepping out to a more general point for a moment. If you’re going to offer free trials, as complete downloads of multiple gigabytes, taking hours to acquire, for god sake, make sure the damn thing is up to date! I’m not a network architect or QA manager, but how difficult is it to delete MyBigassMMO_ver1_0_0.zip out of the�place you download the big ass MMO from, and replace it with MyBigassMMO_ver1_345_211.zip instead? The work of minutes, I suspect, but would save hours for the rest of us.

If I’ve got to sit there and successfully not get bored and give up, for the requisite hours it takes to drag the client kicking and screaming out of the netherworld that is the internets, the least I could expect is that it’s broadly the right version. I don’t mind being a few updates behind, but having to sit there while every file in the archive is completely replaced does tend to make Van Hemlock sad. I know I’m paying you nothing, but it’s possible I might be persuaded to at some point soon.

NCSoft are quite good about this. Guild Wars, Auto Assault and City of Heroes all just download a tiny little executable stub thing, a few hundred kb, and that then goes and gets the latest version direct. Been a while since I last installed an SOE game, so not quite sure how they’re doing it at the moment.

 

Annnnnyway, got there in the end, and in we go. One suitably vague, but�well done,�cutscene later (which probably accounted for at least two of my eight hours of download), it’s character creation time… again. After CoH, this was a bit on the rudimentary side, but I did like the little movies it plays to explain what each of the classes is about. The options here are quite formulaic really, but then again, this is Dungeons and Dragons we’re talking about, so you’d expect the very standard line-up of usual suspects – Warrior, Cleric, Mage, Rogue (Because calling them Thief is kind of frowned on these days), Bard, Mage, etc. The races are more limited, with only Warforged being something new. These seem to be fantasy-grade robots of some kind – constructs, and whose main feature seems to be that they have trouble being ‘healed’ in the normal sense and need repair kits instead.

Also listed, but greyed out, are everyone’s favourite renegade emo bad-ass race of spider-fanciers and all-round BDSM fetishists, the Drow. That’s dark elves to you and me. I’m not sure quite what happens to make an otherwise somewhat effeminate race of frail flouncing decadent poets into this force for Awesome and Cool, aside from giving them black skin and white hair, but I blame R A Salvatore. In any event, it’s all a bit academic, as you need 500 ‘Fame’ on a normal, boring and frumpy raced character to unlock them, making it some kind of Prestige Race of sorts I guess. I went with a Dwarf Cleric for the time being, but intend to give each of the main archetypes a go, if I can. One of the nicer things about the 3rd Edition Rules of D&D is that they’ve dispensed with race/class restrictions, allowing any race to be any class, which is always nice.

 

Once moderately happy with the choice, it’s out to Smuggler’s Rest, a small island on the way to the big city of Stormreach, where the main game takes place. This is chock full of the usual pop-up hints and tutorial NPCs, all explaining how the WASD keys work and the like. Some rebinding may be required, as RMB makes you just swing your weapon at whatever is in front of you. For some reason I was expecting this to rotate the camera, which probably made me look like a very aggressive dwarf indeed for much of the time. The UI is fairly familiar, from a dozen other games of this ilk, and initially, it’s hard to see what makes this game that special or different from the rest. You run about, talking to people, picking up quests and so on, and it’s not until you reach the first dungeon – a kind of training room thing in the back of the local Inn, that you start to see what DDO is actually all about, and that seems to be Stories.

The Inns and docks, and streets of the main city beyond, mostly exist to hang various quest instances together in a meaningful way, and throughout the place are the doors, sewer hatches, row boats and similar, behind each of which, is a..well…D&D ‘Module’, I guess. The first one was a fair introduction to the kind of thing one can expect.

The Innkeeper has set up a challenge for new adventurers, which consists of finding five Wizard Stones, in various chests. As soon as you step into the instance, you’re greeted by the Dungeon Master’s disembodied voice-over. Delivered in classical ‘You gaze around the dank cellar…’ style, and with a fair degree of voice-acting proficiency, this chap follows you throughout the, well, adventure, describing each room for you, stepping in when events happen, and so on, and it’s a bit strange really.

 

Back in the day, I had brief and generally unsatisfying goes at the pen and paper stuff. For me it never quite worked, partly because my imagination was never quite up to the job of detaching from the table and charts and dice, and actually going on these adventures, in my head. Wait ten years or so, and the paper-based spreadsheet exercise was finally, and perhaps inevitably, taken over by computers, and here we are, with the modern MMO, not needing to imagine anymore. So hearing this quirky and odd throwback to those computerless days is at once odd, and comforting. The DM’s running commentary does actually work. The textures and polygons are still there, of course, just like in any other MMO, but just having that bit of audio embellishment enhances the experience in indefinable ways. And of course, with it, you know you’re playing a game of D&D, of a sort.

Shortly after that, you learn that the instances are a lot more detailed than we’re typically used to. Levers, doors and chests are nothing new, but one room involves mantling, climbing ladders, breaking open pots and crates, and a great deal more acrobatics than is typically required of the genre. Later on, there are traps, and quite possibly, riddles!

There’s also a somewhat unique and more considered pace required too. DDO has a tricky line to walk, between the frantic mob-massacre of WoW, EQ2, GW and similar, and the painstaking ‘And now we go to an Inn and spend the next three days recovering, learning fresh spells and waiting for Gorod’s ribs to mend…’ ignorance of time passing, more in keeping with pen and paper.

 

From what I’ve seen so far, they’ve not done a bad job. A new mana bar has cropped up from somewhere, and the spells, while still needing to be prepared/memorised, are powered from this. Most crucially of all though – health and mana do not ‘just come back over time’, making the careful rationing of resources a new and difficult thing for the typical MMO gamer to have to learn. Compromise exists in the appearance of ‘Rest Shrines’ in strategic points through the dungeons, allowing one-time recharges of health and power, and a rejigging of memorised spells if needed, but you can’t just stop anywhere and hit the ‘Camp’ button, as in Neverwinter Nights.

 

But go too crazy in the early fights, and you might not have enough mana or health to make it to the end. And of course, unless you get to the end, you don’t get seem to get any xp, which means you can’t just duck in the door, beat up the first ten kobolds, bail, rinse and repeat. There is no grinding, as such. It’s good in theory – Adventures and Stories, rather than Improvement and Levels�for their�own sake. How well it actually works, remains to be seen.

 

Graphics, Noises, Performance, Latency, all that technical jiggery pokery, are comfortably acceptable, but then again, I only tend to notice those at all if they’re dire, which I suspect ought to be the point.

I’m now in the city of Stormreach itself, which is a well detailed and interestingly different type of magio-mediaeval port city, and very three dimensional; steep streets, stairs, multiple levels. It’s also home to an awful lot of Citizens In Distress, which is handy, and lots of Adventures to be had. So far I’ve only had a go at one or two solo ones, (The Wavecrest Tavern basement one – the first ‘real’ adventure you go on, was very well done) and have yet to join a group. Something tells me that grouping is likely to be a lot more important here, than in other games though, so that’s for next time.

With any luck, I’ll even get a Ranterbury Tale or two out of my ten days in Ebberon!

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