I'm not sure what's challenging about it, I just ran a pure wiz on hc up through level 24 doing everything on elite with no re-runs. I guess the difficult part of your proposal would be doing it on normal due to the lower xp, but it can still be done just fine with very little challenge.I see that my softcore mechanics are too challenging for the crowd on this board.
Def gonna happen now.
That's pretty bad, next hc season hit me up. You can join me and my guildies for dungeons, we don't zerg and won't leave you behind. Heck, if you're on cannith we'll even help you farm gear.I like PyrotechRick's idea. One server that a lot of things are disabled or character based instead of account, the difficulty would have to be ramped up a bit I think though. Something that actually points towards grouping, staying together as a group unless a point in the dungeon requires a split to solve a puzzle... HC doesn't do it. I've tried playing two different HC seasons now. I'm a F2P account, just grabbed a couple of adventure packs this season (Tangleroot and Catacombs, if I remember right), but was doing everything solo on Normal. I've gone into groups, told them I'm slow and might not know the dungeon and to please don't leave me behind. Nope. Get left behind, get caught in a mob of... well, mobs... Dead. HC in my opinion does not promote a grouping experience. Heck regular servers don't promote grouping, not with people who have tons of past lives, gear from expansions which is LARGELY better than anything a F2P account can wrangle... Just kind of makes me really wonder why do I play?
The thing with re-rerolling is it costs money. The basic average is 10 shards = $1 give or take, so you are telling people to blow a bunch of money on a low percentage rigged gambling operation with a less than 10% chance of getting something semi decent. And that's a 10% per roll, it doesn't go up with each roll, so you're actually looking at less than a 10% chance with the loss of money on top of it. The chance supposedly goes up with difficulty, but to be honest with over a decade and a half playing this game the difficulty setting has never improved my chances at getting anything named, nor have the majority of potions. The only thing that I've noted that works in raising loot drops are the elixirs of discovery (gold dice roll at $1.50 a pop for a less than 10% chance to get one), or the treasure maps which rarely drop in three barrel.Ok, let me explain a bit further as to why normal only and why no reruns.
There are two limiting factors here, one some of guessed already, eg the lower xp for running normal.
Hence why I added being able to rerun explorer zones.
That was mainly for being able to get to quests, but maybe I should add no rares/slayers.
I'd expect to see some weird mechanic happening here for those level ranges where there isn't enough xp to go around.
While on other levels, a lot of quests are skipped because you have leveled past them.
Second is the way lower chance for getting a named item.
So you'd either reroll three times while you have the chance to do so.
Which at 20% chance is kinda on you if you decide to do so.
Maybe I should add that you can only enter quests at your level or that are of a higher level.
No saga rewards either then?
The no-multiclassing is just there for being able to auto level up once you have enough xp to do so.
But maybe you should just be auto ported to market and not be able to enter a quest without leveling up first?
You hit the nail on the head here, rerolling is gambling and addictive and it costs families real money.The thing with re-rerolling is it costs money. The basic average is 10 shards = $1 give or take, so you are telling people to blow a bunch of money on a low percentage rigged gambling operation with a less than 10% chance of getting something semi decent. And that's a 10% per roll, it doesn't go up with each roll, so you're actually looking at less than a 10% chance with the loss of money on top of it. The chance supposedly goes up with difficulty, but to be honest with over a decade and a half playing this game the difficulty setting has never improved my chances at getting anything named, nor have the majority of potions. The only thing that I've noted that works in raising loot drops are the elixirs of discovery (gold dice roll at $1.50 a pop for a less than 10% chance to get one), or the treasure maps which rarely drop in three barrel.
While this is great for SSG boosting their wallets, it's bad for people in todays poor economy, and it's a poor business tactic which has been looked down upon via many gamers and even banned in the eu.
That aside, heroic slayers are garbage xp wise and there are no real drops from them other than the occasional collectable, I know this because I actually did them once and a few hundred xp isn't going to do anything for you when you have to kill hundreds to thousands of monsters to get it. Epic slayers were much better done on this front.
All that said, you can play the way you described on a normal or hard core server with out the need for special coding, time, effort, or cost of production on the developer side. Minus the auto leveling of course. So there's no need for a completely re-coded server just for this, it wouldn't be cost effective and most likely couldn't pay for itself. Not to mention, every new update would have to have it's own special code to tailor to this as well.
So zero challenge and everyone is a single class build. Multiclassing and the wild incredible builds that players can make it is what sets DDO appart from other newer games. Without multiclassing and customizing at trainers, DDO would just be a forgettable generic game. You're literally asking them to remove the thing that makes DDO highly replayable and unique.You still get to live once but:
- No multiclassing
- Normal difficulty only
- Auto level when you have enough xp to do so
- No Fred
- No Trainers
Actually I think you can select a "path" on most of the main classes.Minus the auto leveling of course.
What is it you want? More of a roleplay server?You still get to live once but:
- No multiclassing
- Normal difficulty only
- Auto level when you have enough xp to do so
- Can't replay quests
- Explorer zones and challenges can be replayed
- No rerolling
- No Fred
- No Trainers
To be fair, it's not quite the same as being on a server where everyone else also just started.You can also play hardcore on the live server if you would like.
I wouldn't mind a rp specific server, but I think you're right about the community not being there for it.Actually I think you can select a "path" on most of the main classes.
What is it you want? More of a roleplay server?
I don't think the culture of DDO in its current state would support that. I can see the appeal though! The game is more fun for me when I can go all in on the immersion aspect. I is so easy to get caught up in the meta and steamroll through content over and over again.
I don't think this is the answer, but I can appreciate where you are coming from.
ROFL got my +1 I just figured this out!I clicked this title expecting a Malicia server.
Disappointed.
Yeah, that's probably also why the whole step-xxx is such a popular theme on the hardcore server.ROFL got my +1 I just figured this out!
There are some pretty large discrepancies in difficulty between old content and new, though. . .I think checking it all and redoing it/updating it would make the older dungeons more difficult at lower levels than it perhaps needs to be?Yeah, that's probably also why the whole step-xxx is such a popular theme on the hardcore server.
Back on topic.
The underlaying reason why normal and why no reruns is fairly simple.
To get a more acceptable baseline of race/class performance.
Mind you, not to measure each against each other but to measure each against themselves.
And weed out true stuck spots in the leveling process and find those moments where the quest/environment is to hazardous.
Exactly, but without hard measurements from something like a softcore server everything we write down here is just anecdotal and nothing to rely on. The baseline should be normal at level and scale the game from there.There are some pretty large discrepancies in difficulty between old content and new, though. . .I think checking it all and redoing it/updating it would make the older dungeons more difficult at lower levels than it perhaps needs to be?
For example, a level three harbor/market quest it vastly easier than something in salt marsh. At least that's what I noticed when farming favor on hc this season. I'm not sure if I'd say it needs to be updated or not though. There's a nice back and forth between having to focus more and being able to relax in a dungeon between the two. I wouldn't want the new content to get too easy either. But the content was more or less designed for two different games given the time between development.