Thanks Phil and charles for this information. Unfortunatly it  doesn't look 
like an accesible game, and really this makes me mourn the loss of castle 
quest...
I know that USA games is thinking of making a fantasy type game with rpg 
elements, but is there any developer interested in making a good old 
fashioned classic  turn based adventure?
I am not complaining, I realize the  huge  task something like that would 
take. But I can always hope.
allan

The truth will set you free...
Jesus of Nazareth  33 AD
----- Original Message ----- 
From: "Charles Rivard" <[EMAIL PROTECTED]>
To: "audyssey gamers list" <[email protected]>
Sent: Tuesday, February 28, 2006 10:32 AM
Subject: audyssey: dungeons and dragons online?


> Phil Vlasak asked me to pass this onto the list, as he cannot currently 
> post, so here it is:
>
> Heard about this on the news today but I still can't post to BlindGamers.
>
> Dungeons and Dragons Online: Stormreach, the long
> awaited PC MMORPG from developer
> Turbine. This game promises to bring the pen-and-paper RPG to life through 
> a
> more action oriented gameplay idea along with twists like a "Dungeon 
> Master"
> who let's you know what's ahead just like in the classic game.
>
> http://www.turbinegames.com/
> new website for DUNGEONS & DRAGONS ONLINE:
> http://www.ddo.com/
>
> Dungeons & Dragons Online: Stormreach
> written by Jason G.
> on Thursday, February 23, 2006
>
> An effervescent world encompasses you. The thrill of life as you adventure
> through a seemingly endless expanse of terrain baffles even the most
> brilliant
> of minds. You find yourself caught in the midst of a key role in possibly
> the most important event of your life. You raise your keen dagger as 
> slowly
> you
> approach your only victim, knowing a successful execution could perhaps
> change the tides of war in your favour. You move slowly, quietly, and in a
> blink
> of an eye it's over.
>
> A large majority of 'hype' factor, as I will call it, has followed D&D
> Online: Stormreach since the second it was even thought of. I myself have
> been a
> member of their
> community
> for a long time, well over a year at least. I've played Pencil and Paper
> (PnP) Dungeons and Dragons (D&D) for about 9 years now, and this is how I
> remember
> it. That being said, it is definitely not how I see D&D Online: 
> Stormreach.
> The highly anticipated game laying claim to the 3.5 rule set from Wizards 
> of
> the Coast is in my opinion, a majority hype, and very little 
> follow-through.
> It does have a few strong cards, but the true D&D feeling is lost in the
> game.
> Some of the most crucial aspects of the 3.5 D&D world are missing, so 
> let's
> take a look.
>
> The first thing you'll come to in D&D Online: Stormreach is character
> creation. This is perhaps one of the biggest parts in any
> MMORPG,
> and the importance of having great character customization is a must. 
> This,
> in my opinion, is one section that D&D Online: Stormreach pulls through.
> There
> is a vast
> array
> of options for your character. In a purely physical aspect, the change in
> appearance from one halfling to the next is startling, but in a good way.
>
> Initially you will need to choose your race. Following with the 3.5 rule 
> set
> the standard races include humans, elves, dwarves, halflings and a new 
> race
> known as Warforged. I believe this race to be, the
> developer,
> Turbine's equivalent to the orc and half-orc that were left out. After
> selecting a race, you will then get to alter the specifics. Hair, eye, and
> skin colour
> and style can all be altered during this phase. It adds a lot of your own
> creative side to the game, and gives your character a feel during the 
> game.
>
> Now that you've chosen a race you will need to pick a class. The classes
> themselves are covered well in D&D Online: Stormreach. The available 
> classes
> are
> barbarian, bard, cleric, fighter, paladin, ranger, rogue, sorcerer, and
> wizard. Of course there are a few classes left out in this such as monk 
> and
> druid,
> but both are planned for later on, perhaps in an expansion or
> patch,
> but not on release. I'll refrain from breaking down the classes as if 
> you've
> followed this game, you'll know all about them.
>
> I am inclined to comment about one thing, the rogue. In all my nine years 
> of
> playing PnP D&D I played a rogue, every single time. This game was 
> supposed
> to have tons of work on the rogue class finally appeasing rogue gamers
> everywhere. In my expert opinion, and yes I believe it to be expert based 
> on
> my
> experience, the rogue is not done justice once again. The essentials of 
> the
> class are there, but still it seems to be lacking.
>
> Now that you have a character, welcome to the world. Er, scratch that,
> welcome to what would be a world if a world existed of
> portals
> and taverns, oh and a city. This is my hugest gripe with D&D Online:
> Stormreach. The last time I checked, D&D was all about the world your
> character lived
> in, and how it interacted with its surroundings. Here we find a scripted
> world, as I will call it, where all you do is grind out boring quest 
> lines.
> I
> myself particularly enjoy scenery and travel and the world around me. I
> find, however, that during my time playing D&D Online: Stormreach, I did
> quests
> in places that were of course in the world, but to get there, I merely
> walked through a door or
> portal.
> This bothered me greatly, as I know D&D to be a world immersing game, 
> where
> half the battle is playing your cards right around town, or traversing a
> path
> or cliff to the right area.
>
> Now comes level progression. It's slow; very, very slow. If you are 
> looking
> for a game that doesn't take long to attain the highest level, D&D Online:
> Stormreach
> is definitely not for you. This combined with the real time combat do
> however make for an interesting twist in the
> MMORPG
> world. Left click to block, right click to swing your sword, -4 penalty 
> for
> moving around when swinging. It
> sounds
> fun at first, having full control of your action, but after a while 
> playing
> you find out that it pretty much just makes the boring parts of combat 
> even
> more boring.
>
> If you had recently planned on playing an archer, you should take into
> account that you won't be firing as many arrows as someone swinging their
> sword;
> this is just how the game was designed. A semi-fun part of combat is 
> playing
> a caster and not using the auto targeting. You might think you are aimed 
> at
> the enemy but, lo and behold, that fireball goes careening into oblivion.
> Fun for a while, annoying in the long run, and I highly doubt to see many
> people
> use it.
>
> One of the most apparent things I noticed is that after the first few
> levels, you say goodbye to solo-ing. If you can't find a competent party 
> or
> have a
> group of close friends to play this game with, then don't bother. Solo-ing
> past level 2 is practically impossible, and results in a lot of wasted 
> time.
> Of course this wasn't what Turbine was aiming for, and so I suppose they 
> did
> a good job creating what they were going for.
>
> In the end, D&D Online: Stormreach isn't a game I'm going to buy. In fact, 
> I
> don't even plan on thinking about it, or referencing it, or even 
> mentioning
> it in any D&D session I play again. I'll take my PnP over your
> PC
> D&D any day. If you don't have an imagination and can't play PnP, that's
> cool and to each their own. If you do however possess the X-factor known 
> as
> imagination,
> and play D&D Online: Stormreach over regular PnP D&D, you are killing your
> inner child.
>
> D&D Online Head Start Begins Today
>
> While Dungeons and Dragons Online isn't set to officially launch until the
> game ships to stores next week, people who pre-ordered the Turbine MMORPG
> can
> get a head start via (natch) the D&D Online Head Start program which 
> begins
> later today. If you have already beta tested the game you only need to
> update
> your client to begin plaiying while people who havent't played the beta 
> but
> have pre-ordered the game have to download the full client from Turbine.
> People
> who play the game during the Head Start program get some in-game and
> community extras as well. Here is a snip:
> Block quote start
> When you and your guild play in the Head Start Event you could be
> immortalized as founders and inspire future adventurers.All characters 
> that
> log into the
> game during the Head Start Event will be commemorated by having their name
> engraved in an in-game marker and be listed in a special founders section 
> of
> the official web site at
> http://www.ddo.com
> !
> Guilds that are created during the Head Start Event and have ten or more
> members at the end of the Head Start Event, will gain a special in-game 
> item
> for
> their characters - a founder's helmet that will grant its wearer an
> additional five hit points* (and it looks really cool too!)* Helmet will 
> be
> available
> as part of a post-launch update.
> Guilds that have 25 or more members at the end of the Head Start Event 
> will
> be commemorated by having their guild name engraved in an in-game marker 
> and
> be listed in a special founders section of the official web site at
> http://www.ddo.com
> !
> Players who preorder and register for the subscriber forums during the 
> Head
> Start Event will also be recognized as founders and be honored with a
> special
> Founder's Forum Title and Forum Avatar
> Block quote end
>
>
> shepherds are the best beasts
>
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>
>
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