Axel: Podcast Reviewing Myth Drannor with many guests

axel15810

Well-known member
Tomorrow (Saturday) the 24th I'm hosting a podcast to review the Myth Drannor Expansion. It will start about 1pm EST at http://twitch.tv/axelalexk. I'm expecting to have guests @DilemmaEnder @KozyBean @Druidsfire @Ysukai @Arcanaverse and @glass_jaws there to discuss. I will put it on YouTube afterwards, but if you watch live you can join in on the discussion and ask us questions and suggest topics so come hang out if you can! FYI there will be spoilers, it's not a spoiler free discussion or anything like that. We'll be discussing the quests, wilderness, story, loot, etc. etc. in detail.

Edit -

Here's the full video of the podcast on YouTube.


0:00 Intro
4:58 Public Area
10:45 Wilderness Area
39:50 Story
49:45 New Monsters
54:10 Loot/Drop Rates
1:23:24 Quests - Chain 1
1:52:21 Quests - Chain 2
2:18:40 Side Quests
2:33:30 Overall Thoughts/Q&A
 
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Rincewind

Well-known member
I would like for you to discuss drop rates in the expansion, specially the rare item list . I think is a really bad thing for the game in the long run. One of the worst pay to win** things I have seen in a long time in DDO and is the only thing stopping me from buying the ultimate edition of the expansion than besides that ( and the future raid) is ver very good.
 

axel15810

Well-known member
I would like for you to discuss drop rates in the expansion, specially the rare item list . I think is a really bad thing for the game in the long run. One of the worst pay to win** things I have seen in a long time in DDO and is the only thing stopping me from buying the ultimate edition of the expansion than besides that ( and the future raid) is ver very good.
Sure, we can talk drop rates. Just added it to my notes.
 

Contessor

Well-known member
Drop rates and no teleporters have to be a big part of your podcast. If it isn’t, you are doing your viewers an injustice. And honestly the health of the game. Do not sugar coat it.

As far as content. I know there are varying opinions. I personally do not like it, but I must admit I might still be biased. And I know some do. But please give an honest review.
 

axel15810

Well-known member
Added the YouTube video of the podcast to the original post. Thanks again to everyone who participated! Lots of viewers, was a fun discussion.
 

Spook

Ghostly Troll
Re: the teleporters. The IoD model would be ok if you didn’t have to run the quests once to activate them. Having people get lost in the wilderness while you wait for them to enter is not fun for anyone.

I still prefer the RL model though. The quests and wilderness are both run regularly. The only complaint I heard from that model is you didn’t have the impact of running up to castle ravenloft but that could have been fixed by slightly adjusting the teleport location (similar to how amber temple isn’t right next to the entrance)
 

axel15810

Well-known member
I've now added timestamps to the original post and into the YouTube video. I wanted to do that this past weekend but didn't get around to it.
 

axel15810

Well-known member
Re: the teleporters. The IoD model would be ok if you didn’t have to run the quests once to activate them. Having people get lost in the wilderness while you wait for them to enter is not fun for anyone.
I don't feel very strongly either way but if I had to take a side running out there once is reasonable IMO, and it gets players to look around in the wilderness a bit so I'm fine with it.
I still prefer the RL model though. The quests and wilderness are both run regularly. The only complaint I heard from that model is you didn’t have the impact of running up to castle ravenloft but that could have been fixed by slightly adjusting the teleport location (similar to how amber temple isn’t right next to the entrance)
If it was changed to be more like IoD teleports I also think it would have been fine. That system is a good balance of convenience and story/immersion. I personally think the teleports went too far in Ravenloft. Having it port players straight to quest entrances does take away from the setting/immersion/story/feel of the pack and I never liked that there's no practical reason not to use the teleports. I get some players disagree with that but to me it defeated the purpose of the wilderness existing. I don't think the slayers/rares/explorers alone are enough to support a wilderness. 95%+ of the time players playing that content aren't doing that, they're questing.
 

Spook

Ghostly Troll
I don't feel very strongly either way but if I had to take a side running out there once is reasonable IMO, and it gets players to look around in the wilderness a bit so I'm fine with it.

If it was changed to be more like IoD teleports I also think it would have been fine. That system is a good balance of convenience and story/immersion. I personally think the teleports went too far in Ravenloft. Having it port players straight to quest entrances does take away from the setting/immersion/story/feel of the pack and I never liked that there's no practical reason not to use the teleports. I get some players disagree with that but to me it defeated the purpose of the wilderness existing. I don't think the slayers/rares/explorers alone are enough to support a wilderness. 95%+ of the time players playing that content aren't doing that, they're questing.
Imo its never a good idea to force players to do something they dont want to do. Want to run quests - make it easy for them to get to quests. Want to run wilderness great let people explore as they desire. Forcing people to run wilderness to get to quests - not cool.
 

Positive thinking

Well-known member
I think they could use a port to the two end quests for part one and two after you have completed the quests leading up to them, they seem an excessive distance away, but other than that the runs on a horse arent so different then other areas and again I think the only people complaining are those spending on store bought pots. The wildrness itself is beautifully designed and cosmeticly gorgeous.
 
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