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Old 07-30-2010, 12:57 PM   #41
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Why not just have an item that kills the boss of raids instantly go on sale? Players will figure out what they need and how to do it. So why not, in the interim, have items that auto kill bosses. They will, in the end, figure out what they need and get it on a more permanent basis. It only makes sense to have something that automatically kills the boss. There are already items that negate what make beholders and mummies difficult, there are instant travel items, bells of opening and items of the same ilk. Its the only natural logical progression. Certain classes are also just more naturally equipped to fight bosses so it just makes sense to level the playing field and remove distinction of player quality and classes with an in game store.



Sarcasm aside. I saw the add, Broccoli or Beholders after clicking on this thread. Right now with those additions to the game the broccoli is more of a fight. I'll also forgo the massive rant that is welling up inside about the recent stream of 'updates' to fix prior 'updates' and just say this.

Take a long hard look at your beta testing team and processes well before you think about another update, let alone adding items to the in game store. Its getting frustrating to see such basic flaws in the game when an update goes 'live'.
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Old 07-30-2010, 12:58 PM   #42
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Originally Posted by Primalhowl View Post
For the most part, I'm kinda "meh...whatever" about these additions to the store except for one thing.

These items are substantially superior to equivalent items found in game.

We already have an item that absorbs beholder rays... the beholder optic nerve. But it is both fairly rare and only has 10 charges (which are, granted, rechargable). In comparison, the new gem has 25 charges and is dirt cheap (read: easy to obtain).

We have disease immunity items that effectively block mummy rot and fear immunity items which prevent the fear effects. We also have spells that can do both things. But I can't think of one item that has both.

So do the new items ruin the game? No. Are they an easy button? Yeah.

But it is sad that people feel the need for these items at all... are there really people complaining because they can't avoid mummy rot?
Yep there are, they are the same people that cannot figure out 1d6, I mean if they have no idea how to figure out a six sided die, then how are they ever going to figure out that you have to cast two cures to get rid of mummy rot ... beh!
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Old 07-30-2010, 12:58 PM   #43
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Originally Posted by Missing_Minds View Post
I wonder how the population of vets that never bothered with the original in game items delt with beholders...

Oh yeah, we didn't cry on the forums about what others had.
We killed them before they killed us, posted our completion time, made fun of those who died, and ran the quest again and again and again.
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Old 07-30-2010, 12:59 PM   #44
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Originally Posted by Bladedge View Post
We killed them before they killed us, posted our completion time and made fun of those who died and ran the quest again and again and again.
*reads through the post* yeap.. not seeing anything about crying again.
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Old 07-30-2010, 01:04 PM   #45
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Originally Posted by Rawel_San View Post
I never said it was game breaking. And yes the silver flame amulet mostly replicates it
except it doesn't block disintegrate is exclusive and only has 10 charges (that's assuming
you actually got it all the way up). What I'm saying is that this is another dumbing down
of the game and there will be yet more people at lvl 20 who don't have any clue about any
tactics whatsoever since their response to seeing a beholder will be TP.

I for one have alwzays felt that beholders are a tough foe that when you see at lvl 9 or so in VoN 3 are expected to be trouble. Most of my characters unless min/maxed to the hilt won't have even a second tier silver flame neckie by the time they hit VoN 3, and I
seriously doubt a large percentage of the new player populace will have.

So in conclusion is it game braking? No.

Is it another in a long stream of easy buttons and dumbing down of the game such
as Tear, scaling and 1-6 notation? ***** yeah.

Best,
Rawel

Ps.: I understand the want to make money from the store and I'm all up for selling
cosmetics items and even the GR, LR's heck even TR's on there. I'd love to see more
cosmetics items to be honest but I really dislike the make quests easier mentality.
It comes down to whether or not you want to spend time in game grinding for items (in packs purchased with TP or subscription) or spend the money/TP directly to purchase the item from the store. It's no different than any other situation where there are items with comparable effects availabel in game or in the DDO store.

25 uses, non-rechargeable is certainly not better than 10 uses, rechargeable in my opinion.
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Old 07-30-2010, 01:05 PM   #46
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Coming to a forum near you soon. A thread complaining about how quickly those darn beholders chewed up those 25 charges in that consumable trinket. Since they cost about a buck a pop, an evening running something like Invaders could chew up a handful of them, per player.

Of course, one of the main reasons people actually chose to run invaders was for the optics which this now replaces. Oh the irony and conumdrum. Do I run a pain in the tush quest in the hope of getting (among other things) a nice set of Optics or do I just not bother and buy the immunity.


...its a broken record....slippery slope...its a broken record...slippery slope.... how far down must we slide before even the naysayers can agree we are slipping and sliding away....
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Old 07-30-2010, 01:06 PM   #47
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there already is an I win button.

open the store and press purchase on Monk class.
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Old 07-30-2010, 01:21 PM   #48
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Originally Posted by Jay203 View Post
i think a lot of people are PO'ed 'cause of the amount of plat they spent on scarabs over the years
But they still can?
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Old 07-30-2010, 01:33 PM   #49
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Originally Posted by Tolero View Post
These items emulate the same types of abilities/items players already have access to in game (heck, paladins get fear immunity at what, level 3?). This is no different than any other Store item that gives a player another option if they need it in a pinch, the same as the bell of opening, the door diving rod, or a fast travel item.
I would prefer those not be in the store either

How bout putting in things that have been asked for instead: Armor Dyes and Spell component bags

Last edited by TommyBoy; 07-30-2010 at 01:38 PM.
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Old 07-30-2010, 01:33 PM   #50
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Default NEW to DDO Store make that other RAID LOSE BUTTON...

And now NEW to the DDO Store, a LOSE Button for that other competing RAID.

Yes thats right. You want that other group to fail it's RAID...

BUY it now. The LOSE button...
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Old 07-30-2010, 01:40 PM   #51
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Nice to see the Beholder Optic Nerves that I spent months farming now surpassed by a Item Mall item that anyone with a little TP can pick up and use. This type of item should not be in the item mall, Beholders are supposed to be difficult, not floating punching bags for players entertainment because you can now block everything they throw at you.

I understand that Turbine wants to make money, and can understand that, but this it a little too over-the-top. Easy buttoning Beholders is just an exceptionally poor idea.


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Old 07-30-2010, 01:56 PM   #52
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Originally Posted by kitsune_ko View Post
Nice to see the Beholder Optic Nerves that I spent months farming now surpassed by a Item Mall item that anyone with a little TP can pick up and use.
*yawn* You ever use a Necklace of Fireballs? Once spent, it is gone, turned to dust, removed from inventory. Same with these.

Pray tell... what happens to your Optic Nerves when they are spent?
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Old 07-30-2010, 02:08 PM   #53
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I would prefer those not be in the store either

How bout putting in things that have been asked for instead: Armor Dyes and Spell component bags
no kidding

I'm tired of all the matching pj's out there
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Old 07-30-2010, 02:22 PM   #54
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Originally Posted by TommyBoy View Post
How bout putting in things that have been asked for instead: Armor Dyes and Spell component bags
One step at a time. The spell component bags in particular are tricky, as the spell casting part of the game doesn't understand how to reach inside them for the things it needs, as when it looks in the bag the items aren't really there per say (fun and unusual trivia)
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Old 07-30-2010, 02:32 PM   #55
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Now that I have had a little more time to think about it:

I still dont mind the trap stuff. Its just like any other crafting item in the DDO store. The Trap Bench for the Airship is neat, but I am not likely to ask for it to be put in.

UNLESS..... They add crafting failure, then the chance I could blow a hole in the hull of the ship might be worth it.

As far as the Beholder and Mummy gem, my only concern would be meeting gamers who never learned how to beat them with ingame items, or being denied for a group for not having the item (not a big deal in the long run). I have been guilty of sometimes buying things from the store when I could have done it ingame. (gold seal hirelings)

As long as you can get the same thing from ingame, I am ok. that has been my favorite part of Turbines F2P this whole time.
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Old 07-30-2010, 02:48 PM   #56
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Originally Posted by Tolero View Post
One step at a time. The spell component bags in particular are tricky, as the spell casting part of the game doesn't understand how to reach inside them for the things it needs, as when it looks in the bag the items aren't really there per say (fun and unusual trivia)
As a possible plan B, how about making eschew materials semi-useful and in-line with D&D, and have it not add any cost, at all, to any spell being cast. 1 Feat for 9 inventory slots and some slight convenience could be worth it to some wizards that way.

If you then make the -1 wizard metamagic capstone discount this 0 cost so that effectively all spells cost 1 spell point less for people with this meta magic, you make the feat just a tad more useful again.
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Old 07-30-2010, 02:50 PM   #57
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I have to say I agree that selling really useful equipment in the store is a step in the wrong direction. You want anti-beholder equipment go farm for beholder optic nerves or use a silver-flame amulet.

Offering such in the store is imho a terrible precedent. So, when can I buy Epic scrolls in the store you think? 6 months from now?
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Old 07-30-2010, 03:58 PM   #58
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Originally Posted by Tolero View Post
These items emulate the same types of abilities/items players already have access to in game (heck, paladins get fear immunity at what, level 3?). This is no different than any other Store item that gives a player another option if they need it in a pinch, the same as the bell of opening, the door diving rod, or a fast travel item. Ultimately a player is likely still going to want to find what they need to get the job done on a more permanent basis via in-game abilities and items, as these new items are consumables.
First yes sure paladins are immune to fear and it's part of the Class features, as in if
you are not a paladin then you are, surprise, not immune to fear. Also as has been
mentioned WF are immune to most of the really painful effects of beholders but again,
non WF are not.

But second, that statement is to my best knowledge not true.
The mummy potion at the moment CAN NOT be emulated by any item in game.
There is not a single item in game I know off, that would allow you to not get a healing curse.
One hopes this really only works for mummies and that we won't see people using it to
get past healing curses in VoD, ToD and the like.

Edit: Thinking a bit harder possibly a scarab/mantle might let you prevent a healing curse assuming
it acts as a spell. Never tested this but even if it's charged and will give up way before you're done
with anything like wiz king or such since it's absorbing all spells.

The anti beholder gem can be sort of be emulated in game using the beholder optics.
They have fewer charges but recharge in some places this is good (VoN 3 with shrine)
in some place the store item is way more useful for being able to keep absorbing
GoP anyone?

Now while I'm not arguing hugely against these items beholders are often more a
nuisance then a huge threat if you're with a party, my original point was more where
the game is going rather then the two specific items.
Just my 2 copper,
Rawel

Last edited by Rawel_San; 07-30-2010 at 04:02 PM.
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Old 07-30-2010, 04:00 PM   #59
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The trap stuff in the store seriously made me laugh. What a horrible, horrible joke. Trapmaking is useless, admit it.

As for the beholder/mummy stuff, it's no different than an exp elixir to me. It just makes things faster for a cost.

I just wish turbine would increase the ratio of actual useful items to garbage items for people that know how to play the game.
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Old 07-30-2010, 04:28 PM   #60
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OMFG! Now you can buy a beholder crystal that absorbs 25 eyebeam attacks in the store. If they are going to do that, why not just sell a completion crystal. simply walk into the quest, equip the crystal and click on it, you are instantly awarded the xp and teleported to the endboss chest.

I wonder how we have ended up with a population of level 20s and TRs that have absolutely no idea how to play... hmmmmm?
It's called pure laziness, my friend. Those who choose to buy it are either lazy, ill-equipped, or are just plain noobs who don't care to learn the game or any quest strategy. I, for one, won't be using these anti-beholder or anti-mummy items..just a silly waste of TP's if you ask me.
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