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<blockquote data-quote="Troll Wizard" data-source="post: 2696805" data-attributes="member: 17513"><p>Hmm, well I never played AC2 so I can't compare DDO with it. Due to the NDA I will only confirm what the developer's themselves have released</p><p></p><p>1. as the developers keep say "beta is coming sooner rather than later"....</p><p></p><p>2. It's D&D so its "very" party (i.e. grouping required) focused, don't expect to play solo very long... the developers have stated this from the beginning! Really this is not intended for solo gamers.</p><p>- - No PvP and no evil characters (one its D&D and two WOTC may be restricting this as they did for TOEE)</p><p></p><p>3. There is a budget they are working under; thus early on certain things were cut to make sure what is going into the game is the best they can make it. </p><p>- No druids, monks, artificers,... </p><p>- No half-orcs, changlings,...</p><p>- No PrCs</p><p>somewhere on their open forum there is a list of 3.5 ruleset features that have been cut <a href="http://www.ddo.com/forums/index.php" target="_blank">http://www.ddo.com/forums/index.php</a></p><p></p><p>4. Spell Points versus spell slots, this is one thing I dislike... due to the mechanical and space limitations of the UI, they pretty much had to go with spell points. They do have memorized slots though, so there is a difference between wizard and sorcerer (this iinfo was just released last week in a alpha letter to the forum). They could do spell slots at low levels, but at high levels I can see where the problems would be. Add in easy access for wands, scrolls, and potions, the UI will get really cluttered for the caster class.</p><p></p><p>5. The quests/adventures are "instances" (some quests are short (15-20min) and some are really long "hours")</p><p></p><p>6. Party size limit is six</p><p></p><p>7. Max limit of 3 classes for multi-classing purposes.</p><p></p><p>8. Max 10 levels, each have four sublevel milestones</p><p></p><p>9. Is it Eberron? See the screens shots released on their homepage, I am no Eberron expert to judge whether it feels like Eberron or not.</p><p></p><p>10. One important thing that might be bothering non-D&D people, this game in a lot of its mechanics and especially in terminology is very D&D... (WOTC's is providing input and feedback to Turbine)... People have posted on their open forum that they have gone out and bought the PH and Eberron books to get a start on creating their characters (28 point buy)</p><p></p><p>11. Does it feel like D&D? In truth yes, despite where they had to compromise from PnP to online play, they do strive to make it feel like D&D. </p><p> - Now being an online game you can't have rounds and initiative, so in one sense it does have the combat/melee style an online shooter, but with swords, shields, and spells... feats and class abilities do come into play...</p><p> - Every class feels useful, rogues pick locks and disable devices; clerics heal, remove stat damage, buff party; bards inspire the party; mages blast and summon; fighters fight very well, paladins fight and can cast; the same for rangers, sorcerers.... </p><p> - party tactics count during combat</p><p> - people do role play</p></blockquote><p></p>
[QUOTE="Troll Wizard, post: 2696805, member: 17513"] Hmm, well I never played AC2 so I can't compare DDO with it. Due to the NDA I will only confirm what the developer's themselves have released 1. as the developers keep say "beta is coming sooner rather than later".... 2. It's D&D so its "very" party (i.e. grouping required) focused, don't expect to play solo very long... the developers have stated this from the beginning! Really this is not intended for solo gamers. - - No PvP and no evil characters (one its D&D and two WOTC may be restricting this as they did for TOEE) 3. There is a budget they are working under; thus early on certain things were cut to make sure what is going into the game is the best they can make it. - No druids, monks, artificers,... - No half-orcs, changlings,... - No PrCs somewhere on their open forum there is a list of 3.5 ruleset features that have been cut [url]http://www.ddo.com/forums/index.php[/url] 4. Spell Points versus spell slots, this is one thing I dislike... due to the mechanical and space limitations of the UI, they pretty much had to go with spell points. They do have memorized slots though, so there is a difference between wizard and sorcerer (this iinfo was just released last week in a alpha letter to the forum). They could do spell slots at low levels, but at high levels I can see where the problems would be. Add in easy access for wands, scrolls, and potions, the UI will get really cluttered for the caster class. 5. The quests/adventures are "instances" (some quests are short (15-20min) and some are really long "hours") 6. Party size limit is six 7. Max limit of 3 classes for multi-classing purposes. 8. Max 10 levels, each have four sublevel milestones 9. Is it Eberron? See the screens shots released on their homepage, I am no Eberron expert to judge whether it feels like Eberron or not. 10. One important thing that might be bothering non-D&D people, this game in a lot of its mechanics and especially in terminology is very D&D... (WOTC's is providing input and feedback to Turbine)... People have posted on their open forum that they have gone out and bought the PH and Eberron books to get a start on creating their characters (28 point buy) 11. Does it feel like D&D? In truth yes, despite where they had to compromise from PnP to online play, they do strive to make it feel like D&D. - Now being an online game you can't have rounds and initiative, so in one sense it does have the combat/melee style an online shooter, but with swords, shields, and spells... feats and class abilities do come into play... - Every class feels useful, rogues pick locks and disable devices; clerics heal, remove stat damage, buff party; bards inspire the party; mages blast and summon; fighters fight very well, paladins fight and can cast; the same for rangers, sorcerers.... - party tactics count during combat - people do role play [/QUOTE]
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