What would you fix?

zenman

Well-known member
the biggest need is anything making the game new user friendly. something like this mockup....

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kmoustakas

Scourge of Xaos
I read a story about a developer that had an issue with a product he loved, with a bug they just never fixed. He got a job at the company, fixed the bug and handed in his notice.
If you were in this position and could fix one bug in DDO which one would it be? (we'll assume you have the knowledge and ability for sake of discussion)


for me, it's my favourite class and the even better iconic they added for it Dark Bargainers. The damage scaling is just broken to a laughable state (ie I'd make epic destinies work for them)


I have a feeling there's a certain someone out there that would fix the monster manual (after 1111 days of frustration)
Ghost LFMs because they will never fix it themselves.

No wait: assuming I had the skill the know-how, I'd fix umd lag and mail lag or AI aggro management those have been problems since day 1 and nobody seems to be able to fix them, only make them worse!
 
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Aelastiar

Well-known member
Standardize mob stats by level across all adventure packs. Make elite and reaper give the same quest xp. Go back to the old epic destiny system, the new one is severely powercrept.
 

Classic_DM

New member
If it were me, I'd redo all melee combat sounds and one shots rng sounds related to character movement. Then I'd go back and create about 100 different ambient sound mixes for various interior environments.

Combat
Heavier hits on weapons on armor, skin, hides, skin, ethereal etc. for different tiers of bludgeoning, slashing, and piercing. More impact, more thump Mix in blocks, scraps, partial hits, etc. Right now, we have a lot of whipping swipes, but not enough impacts.

Character Movement
Create a mix of about 12 movement sounds (short one shots) for each armor set type. Subtle cloth movement, jungles, clinks, etc. These play randomly with a no repeat timer variable once every (6-12 second etc.)
New World did a great job with audio.

Spells
Of course all spells need more punch and visuals, but that is a huge job.
 

Bjond

Well-known member
Heh, I'd try to fix the biggest bug in SSG itself. Find everyone that nodded their head over the "Friends in Low Places" boss fight nerf and fire them -- particularly whoever decided it needed a nerf in the first place.

Why that particular nerf and why firing? It pretty much doesn't change the time spent in the quest and is a fairly small "uh, why/how is he doing this non-D&D thing!?" Why is this such a giant red flag that we need to go nuclear on an employee?

Because going back to add non-D&D rules to a working encounter for the express purpose of "you're not doing it right" shows such a profound lack of understanding of basic RPG principles that it's manifestly impossible for good work to thrive with this person present -- they will hunt it down and destroy it.

What's the first "don't" for a DM in D&D? Do not force a solution on the players. Lay it out and let them play. Anything else becomes you playing the game for them. D&D players in particular hate "playing on rails". That's an adventure game, not an RPG.

When players do something surprising and yet still manifestly within the rules, that's fantastic. That's time to applaud. It's like improv: "YES and", not "Cut! Get back on script!"
 

Vua

Well-known member
Heh, I'd try to fix the biggest bug in SSG itself. Find everyone that nodded their head over the "Friends in Low Places" boss fight nerf and fire them -- particularly whoever decided it needed a nerf in the first place.

Why that particular nerf and why firing? It pretty much doesn't change the time spent in the quest and is a fairly small "uh, why/how is he doing this non-D&D thing!?" Why is this such a giant red flag that we need to go nuclear on an employee?

Because going back to add non-D&D rules to a working encounter for the express purpose of "you're not doing it right" shows such a profound lack of understanding of basic RPG principles that it's manifestly impossible for good work to thrive with this person present -- they will hunt it down and destroy it.

What's the first "don't" for a DM in D&D? Do not force a solution on the players. Lay it out and let them play. Anything else becomes you playing the game for them. D&D players in particular hate "playing on rails". That's an adventure game, not an RPG.

When players do something surprising and yet still manifestly within the rules, that's fantastic. That's time to applaud. It's like improv: "YES and", not "Cut! Get back on script!"
Sorry to say there are almost as many control freak DMs that would punish you for finding a way around their encounter as there are people that would find their way around the encounter. Most people want to DM strictly because they enjoy it, but plenty just need to be in control.
 

Archmage

Well-known member
Redo Archmage tree to something we all really want. Make Archmage a Force to be reckoned with.

I am Archmage and I approve this message.
 

Sarandra

Well-known member
I'd fix the disconnect between client and server. It is so obvious that the client and server are not in sync and that leads to awkward gameplay, like selecting a player and casting heal... only for it to land on the previous target :/ I bet the same desync problem leads to the infamous ladder bug.

Though that's probably an architectural problem and not easily fixed.

Other fast-paced FPS games I've played did not have that desync problem, even if the latency was about the same.
 

Sarandra

Well-known member
The "crossbow must fire an extra volley I didn't ask for" issue, which makes the time between cease fire and spell casting super long. This is not a quickdraw fix, because of the extra volley.
Makes playing r-crossbows goddang awful
 

CherryBomb

Well-known member
I would fix stack sizes by making them virtually infinite. The code base is now 64-bit and very large stacks could be had.

Being greedy, I would make the cursor either resizable or allow the color/image to be altered.

Further, I would allow the chat box background to be opaque or transparent as an option.

For my last task I would fix all the vendors and the myriad currency systems to function the same way. No more having to work through clunky interfaces that are completely different from any other. Optimizing options such as adding a "do the thing as much as possible" with a single selection to avoid having to make dozens if not hundreds of selections and interface reloads.
 
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Phaedra

Well-known member
If we're assuming some mystical knowledge of the fix:
The ladder bug. I would leave to much fanfare and rejoicing, beloved by all.

UI Scaling. As above. A job well done and the adulation of my peers

third option: "Dropped" shots, misfires, and abilities that go on cooldown without activating

fourth option: Template effects/attacks (cones, lines, PBAoEs whose area of affect is based solely on the character's location/facing) not activating if you have a hard target that your character can't "see" (blocked, beside, behind(
-bonus if I can also solve the spells/attacks missing because the target is too close in front of you and the orgin point of the effect is behind the target.
 
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