Comme vous vous en doutez, je suis beta testeur sur le jeu.
J'ai un avis plutôt positif que je détaillerai demain si j'ai le temps, mais pour reprendre ce qui a été dit plus haut, voici mon plus gros grief:
Le manque de contenu.
L'idéal de Ken Troop, lead designer du jeu, c'est de faire une quête jusqu'à la connaitre par coeur. Il trouve ça gratifiant.
Personellement, je ne suis pas d'accord.
Ok les quêtes sont évoluées. Ok les donjons sont bien foutus...Mais devoir répeter chaque quête au minimum 3 fois pour pouvoir arriver au niveau 7-8, j'aime pas.
C'est du grind, ni plus ni moins, et qui plus est ils le savent et se cachent derriere des fausses excuses.
Je cite ici Ken Troop, dans un post sur les forums beta concernant ce problème.
Publié par Ken Troop
There are 130+ dungeons/quests in DDO right now. As others have pointed out, many of those quests are far longer and more elaborate than what is typically defined as a quest in other online games.
This is, roughly, the same number of dungeons/quests we had when Alpha began. We've spent our entire time over the last few months reviewing/polishing/and bugfixing existing content. Our content is our gold standard. It has to be the best. And until it was polished to our satisfaction we didn't want to make a ton more of it.
Post-launch, however, our main focus, certainly for the design team, is more content. Speaking from personal experience on AC1, it is far easier to create quality content for an existing game, with existing tools pipeline and existing game systems, than it is to create quality content while you're still juggling all the different development balls you need to to create a MMP today. Hence the need to spend so much time post-creation on getting the content to where we want it to be.
We also will be looking at more randomness in the content. A large part of the lack of randomness in DDO is deliberate. Our philosophy has typically been very "anti-random". Personally, I have a very hard time caring or enjoying content that is either completely random, or scaled in difficulty based on, say, the size of my party. Where is the challenge? Where is the learnable/masterable experience? (Some of my best memories of early online MUD play are playing an area over and over again, learning how to succeed, learning how to master it -- if an experience is endlessly mutable, that thrill of mastery is gone).
That said, we did recognize the value of some randomness within the more static context ...we just haven't emphasized it as much compared to other elements of the content. One of the strongest takeaways I have from the last few months of Beta feedback has been to increase our use of randomness in our future dungeon efforts.
Another relevant factor for us recently is getting good factual data about xp advancement rates and availability. Now that we have this data and have analyzed it, we will be likely increasing the xp for certain dungeons in order to make sure that the amount of time a player *has* to replay a dungeon (assuming completion of Normal, Hard, and Elite) in order to advance is kept to a minimum.
As I've said before in various other posts, and I will keep on saying it -->
- There are some players out there who don't enjoy or understand DDO. We didn't think this game would appeal to everyone; unsurprisingly, we were right We're glad that there are so many other online games that might be more their cup of tea. Our future plans for this game are continuing the course we're on. We're very happy with the game and we're gratified to see so many other people happy with it, too.
- There are some players out there who like DDO a lot, like what we're doing, but just wish there was a lot more of it. We agree. We know that for some players it is the most significant factor in whether they choose to subscribe to DDO. Just to be very clear -- What you see in DDO today in terms of content scope is what you will see when DDO launches. But it's not going to be what you see a month+ out from DDO launch. There's a lot of content that was either nearing completion or half-way through completion that we've kept back because we needed to focus on launch, in addition to completely new content some of the team will be working on soon. We will continue to be aggressive in pumping out content regularly post-launch.
- There are some players out there who are unconditionally (mostly )happy -- thanks We do appreciate it. We're very excited about continuing to improve and grow this game.
Thanks, Rabb1t, for taking the time to post, and to everyone else for all the replies...the feedback is invaluable.
Ken Troop
Bref, grosso modo, il dit le jeu est comme ça et pas autrement, si ça ne vous plait pas ne l'achetez pas à la sortie.
Actuellement, je dirais que pour un joueur organisé, semi hardcore, qui monte ses groupes ou qui joue avec des amis, plus de 4 heures par jour, il y'a pour environ 10 à 15 jours de contenu.
La montée en niveau est rapide, peut être trop.
Est-ce que j'achéterai le jeu à sa sortie? Est-ce que je le précommanderai?
Oui. Parce que malgré tout je pense que c'est l'adaptation la plus proche qui soit dans un univers de MMO de DnD. J'aime les donjons, j'aime les quêtes, j'aime le système de progression des persos, les possibilités d'individualisation de ceux ci qui font que deux persos ne sont pas les mêmes, j'aime les graphismes, le design des armures, des armes, des mobs....
Et de plus, du contenu est déja dans les tuyaux pour le premier mois après la release, et je sais que Turbine est spécialisé dans le contenu live, donc je ne me fais pas trop de souci.
Maintenant ce qui me convient ne conviendra pas à un joueur hardcore.
Si vous jouez plus de 3 à 4 heures par jour, passez votre chemin, vous n'aurez plus rien à faire au bout de 2 semaines.
Si vous êtes un casual, qui jouez tranquille, qui aimez socialiser, qui aimez vous connecter pour jouer de temps à autre sans faire la course au level, alors ce jeu est pour vous.
Mon conseil? Si vous doutez, attendez 1 mois ou 2 après la sortie pour l'acheter. Il y'aura du nouveau contenu et Turbine aura eu le temps d'ajouter du contenu.
Voilà.
Plus de détails demain.
edit: pour info toutes les quetes existent en 3 niveaux de difficulté-> Normal, Hard et Elite, qui se débloquent quand vous finissez le niveau précédent. Parallèlement à celà, à chaque quête est attribuée une durée qui est clairement affichée au début de la quête: Short, medium, long et very long.
Donc quand vous commencez une quête, vous savez à quoi vous attendre.