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Expanding city?

I havn't played for a long time now, so i cant really say anything about the current state of the game. Everything I'm about to say might already be there even though i doubt it.

But when i played, one of the things I was a bit disapointed of was the way the city was constructed. D&d for me are grand citys with flourishing markets, lots of people and entertaning. Many pubs and taverns to hang around in and maybe even play a game of cards or throw some dice. Now the city is ok, but ok isn't enough to me. It's not built to feel alive, it's big sure. But they havn't taken advatage of the entire city and the structures. Everything feels to spread out.

And there could be another city or at least some smaller villages with local suplies that u cant find anywhere esle, so the different regions feels unique so that your travels seems worth the while.

Just a thought from my side...

Comments

  • mindspatmindspat Member Posts: 1,367

    Are you admitting to complaining about the game that you know nothing about?  Sorry, but I don't understand the reason for this thread. Wouldn't asking questions be more productive?

    D&D is based upon imagination.  Everyones going to imagine something they've read slightly different then the next person, not to mention that a tremendous portion of playing D&D is made up on the fly by the DM anyways.

    I'll try to touch on some points you make if you're in fact looking for feedback:

    There's lots of people and it's entertaining.

     There are many pubs and taverns with some being more frequently populated then others.

    The command to roll dice is: /roll #d#  (ex: /roll 1d20)

    City is big, the city is dynamic, the market place's Tent was destroyed by an tremendous explosion during a live event which consisted of the whole place being over run with Devils!

    A big city isn't going to consist of a single block.  There are teleporters to assist with traveling.  I cannot think of a single occasion where it would take more then 3 mintues to run from a random pub to a dungeons entrance unless you were burdened and exhausted.

    Wait, there's no other encampments or smaller city/towns other then the one city you're complaing is too large but not large enough!?!?   Come on...you can do better then this.

     

  • VincenzVincenz Member Posts: 1,498



    And there could be another city or at least some smaller villages with local suplies that u cant find anywhere esle, so the different regions feels unique so that your travels seems worth the while.
    Just a thought from my side...

    You mean like Necropolis, Gianthold, the Oasis, Three Barrel Cove's boat, the Threnal camp, etc.?

  • AkousmataAkousmata Member Posts: 72

    I know several of the D&D  fans use examples like the desert oasis, TBC, and Threnal to try to convince people that there are in fact other "cities" you can travel to in DDO. 

    However, you shouldn't feel bad for the opinions you've posted as I played the game for a long time from launch and recently came back to test it out and it still felt as cramped and non-spacious as the first day it launched. 

    They have made some major improvements to the game, but the game was flawed from the creation so making major improvements on an initially flawed product won't cut it for me enough to warrant the monthly subscription fee. 

    One of the many problems for me is exactly what you are referring to.  There isn't any real travel time involved in getting from point A to point B.  For example, on the map of the continent, you see where Stormreach is, and you see where the Desert is, and they put a nice little dashed line to show you how far you are traveling.  But this just doesn't FEEL like you're actually getting outside of the city.  Why?  Because you're really just taking a quick trip outside the side gate and you always have that handy recall button available if you get lost or stuck behind a giant mob of monsters and you can't find your way back.

    Nobody debates the fact that the game is "expanding" in the sense that there are more instances you can go into.  Each instance such as the desert, the necropolis, the ruins of threnal, etc, are simply equivalent to another dungeon attached to the central city hub in terms of the environmental "feel".   But in terms of actual physical size of the environment, to me it still doesn't feel like it's changed since launch.  You never actually have to travel and put yourself at risk by doing so to get from one city to another.

     

  • mindspatmindspat Member Posts: 1,367
    Originally posted by Akousmata


    There isn't any real travel time involved in getting from point A to point B.  For example, on the map of the continent, you see where Stormreach is, and you see where the Desert is, and they put a nice little dashed line to show you how far you are traveling.  But this just doesn't FEEL like you're actually getting outside of the city.  Why?  Because you're really just taking a quick trip outside the side gate and you always have that handy recall button available if you get lost or stuck behind a giant mob of monsters and you can't find your way back.
    Each instance such as the desert, the necropolis, the ruins of threnal, etc, are simply equivalent to another dungeon attached to the central city hub in terms of the environmental "feel".   But in terms of actual physical size of the environment, to me it still doesn't feel like it's changed since launch.  You never actually have to travel and put yourself at risk by doing so to get from one city to another.
     

    You're slightly unaware of the current state of the game. Many of your opinions are old rehashed topics that mostly have been resolved while Turbine appears to continue to improve upon them while staying true to the directed experiance that's unparralled in online gaming.

    The game provides for a personalized experiance for you and your party.  This is how the instancing vastly succeeds with the exceptionaly well designed and directed dungeons.

    One of the games original flaws was what felt like a small game world.  It was exceptionaly easy to run from the Harbor (starting point in game) to any far end within a few minutes.  The thing here was that once you came to teh other end it felt as if you hit a wall.  The development team has instituted MANY areas which can be explored arround the city, in a sense, while maintaining the personlized feel and well directed content that was the original design concept of the game.   

    How long should it take for you to get somewhere for the game to feel large and how big should it be?  In most games you usually have to run for 5 minutes, fight 1-3 mobs, run for another 5 minutes then rinse and repeat.  Star Wars Galaxies, EQ and WoW have this type of design where as it's not present in DDO.  The three referenced games also have vehilces and/or alternate means of transport to provide for instant travel to the locations if needed.

    There are no mounts in DDO.  Maybe if they eventually add more areas like The Twelve and The Vale which require someone to "travel"across hazardous areas, that you claim do not exist, we will see them, although I doubt it.  Currently, players of DDO are bypassing the need to run through areas that you claim are absent so it's quite apparent the player base does not demand this.

    Do you know of Meridia?  How long does it take for you to get there from the market place and how many others do you need to escort you along the way so you don't die during the travel?  While Meridia isn't a full fledged cty, it feels like an outpost, my understanding is that there will be more areas like this in future updates.

     

     

  • VincenzVincenz Member Posts: 1,498

    1. He specifically asked about "camps and smaller cities"...which those are.

     

    2. The fact that there's not giant travel times between quests isn't a flaw, it's a perk...if you want giant travel times, play another game...we happen to enjoy not spending an hour and a half to get TO a quest.

  • EndorinEndorin Member Posts: 40

    Now iI wasnt reffering to any specific Dm, I was more thinking about the many books that describe the world of D&D, they are very colorful and describes the many major cities in detail with maps housing and peaople very detailed. So i cant say that I really got that d&d feeling that i was expecting.

    And no I wasn't complaining that the city was to big or to small, i cant see that writing anywhere in the text. I simply said that it was big but it felt to spread out. And by that i meant the shops.  Now Im gonna give it a try in a few days and then complain agiain ;) that way u dont have to get mad cause i dont play as we speak.

    If u like it the way it is, thats fine by me. I was just a bit disapointed thats all.

  • HvymetalHvymetal Member Posts: 355

    Meh, one of the major reasons I play DDO is because I don;t have to wait 45 min for people to run from all over the place to form a group, or just hope that there are a few poeple locally that want to run the same thing as I do.

    I've played the large world MMO's, they're nice for about a week, then I am looking for ways to port or speed up my travel so I can actually have fun rather than watch scenery that I have seen 100 times pass by...

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