TOD ***!!!

Sarandra

Well-known member
I have to echo that I don't like ToD much either. It feels like more of the same, nothing Epic or Legendary about it AT ALL!

Pure weaksauce... again 🙄
 
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Geezer

Well-known member
Direct quest teleports like those in Ravenloft are dead. Severlin doesn’t like them, and this is his game, not the players’ game. We will most likely not see direct teleports returning anytime soon as long as he runs the show.

(Sev’s job is basically bulletproof. LOTRO consistently does very well, and DDO players routinely bail out this game financially. Unless Sev quits or EG7 sells Daybreak or SSG, and the new owners clean house, he’s not going anywhere.)
Its really quite sad that the devs dont understand that a lot of their players dont like running aroung thru a wilderness trying to find the quests. This expansion is a perfect example of that, the quest entrances are on different levels and some I find annoying to get to. I know a lot of people like playing around in the wilderness doing slayer, especially now that theres multi difficulties but theres no reason not to have direct ports as the wilderness lovers can still do their thing and the people who dont like the wilderness can still direct port. As far as the new quests go ,I find them to be quite good, but IMHO they're a bit too long, especially at level 11 when heroic leveling. The devs should wake up to the fact that one of the reasons that Ravenloft was so popular with players is because of the direct ports.
 

Cildar

Well-known member
This new expansion has absolutely everything that keeps me from playing gianthold, menactarin, cogs, and wheloon. Everything is extremely cramped, windy, impossible to find, impossible to navigate (see destination but can't get to it easily), extremely massive yet extremely confined. And that's just the wilderness. Similar goes for the endlave and the quests that I played so far. Happy with mindcleaver, I'd be happy with the hireling, if it's stupid fat head wasn't blocking my view of literally everything 100% of the time. It's worse than the shield guardian from sharn with being in the way and blocking me from literally everything. Honestly, set the story and the outstanding art work aside, and this expansion is a perfect failure. As much as I hate to say this, I'm going back to playing Drannor to jump from ravenloft to sharn in leveling up. And forget about legnedary.


LOL you have to be kidding me. All the quests are set to the edge of the map.... the map is not too big. Just aim a door and you get there. They even made teleports from the ground to any dungeon up above. The hub has all the amenities on one side and all the quests on the other. Pretty sure they could not make it easier to navigate.

You might need to play an easier game... like tic tac toe.. where I suspect you would complain that there were too many boxes for you.
 

Cildar

Well-known member
I will be honest, I purchased Magic and Chill, and have yet to play any quests because of long paths to get to each quest and monster HP bloat

With you on Myth Drannor but you are on serious drugs if you think Chill is too far. DRUGS that expand your sense of distance.
 

Arch-Necromancer

Well-known member
It is not that bad to travel to quest if you do it once (per life), it is bad if you are grinding something and you have to also repeat the walk 100 times.

I do not see why "Three-Barrel Cove" teleport style could not be implemented for all expansions (you need to play the quest once to unlock the teleport). And once you walk to one quest and finish it you can start the walk to other quest from the location of the one you just finished, so you do not need to walk from the wilderness entrance. Less walk, but you get to see the content almost the same.

That teleport style feels like a "save game" mechanism. Imagine like you are going from quest to quest in one single run, but in real life you maybe do not have time for the whole run so you recall, do some RL stuff, come back to the game and you can resume where you stopped instead of having to repeat the walk.

I would even like it if Ravenloft had the same mechanic. I explored the wilderness maybe once in all these years just because there is no need to walk to quests. It devalues the content. It would be more memorable experience if you had to walk to quests once per life.
 

justin credible

Well-known member
This new expansion has absolutely everything that keeps me from playing gianthold, menactarin, cogs, and wheloon. Everything is extremely cramped, windy, impossible to find, impossible to navigate (see destination but can't get to it easily), extremely massive yet extremely confined. And that's just the wilderness. Similar goes for the endlave and the quests that I played so far. Happy with mindcleaver, I'd be happy with the hireling, if it's stupid fat head wasn't blocking my view of literally everything 100% of the time. It's worse than the shield guardian from sharn with being in the way and blocking me from literally everything. Honestly, set the story and the outstanding art work aside, and this expansion is a perfect failure. As much as I hate to say this, I'm going back to playing Drannor to jump from ravenloft to sharn in leveling up. And forget about legnedary.
I find that, for myself, when playing new content I need to mentally be in the mood for exploring, flowersniffing, figuring out puzzles, and running back and forth or in circles for 45 minutes because I dont know where to go to hit the 3 hidden levers to open the door; and if I am not in that state of mind, I absolutely hate every second of it.

after doing the new pack about 12 times, I can solo many of the quests in about 5 minutes
the wilderness area is no where near as big as myth dranor, or vale, or stormhorns, or gianhold, or the kings forest. you can get to the quests in about 60 seconds on horseback
 

justin credible

Well-known member
I wish they would just come to realize that if they can't make teleports like Ravenloft there is nothing wrong with expansions like Vecna and packs like Dragon's Hand where every quest and quest entrance is right in a row with no time wasted walking. We don't all want to waste our time running through pointless adventure zones. It is fine to have the zones for people that want to slay, but either keep the quests out of them or let us teleport directly to the entrance even if we have never done the quest before.
every group i have pugged the new content in has stopped to kill rednames and purple names in the wilderness because they have unique drops
 

Jack Jarvis Esquire

Well-known member
Don't get the complaint about navigating the wilderness. After running them once according to the lore (coz that's what I like to do 1st time in), they're in a big circle and getting from one to the next is generally a piece of cake. Probably the easiest wilderness of the lot for quest transitions IMO.

Played them all 3x now and still thoroughly enjoying them. Great expansion. 👏👏👏
 

torkz

Well-known member
This expansion is great. Fun story...feels legendary. Short of providing direct teleports, the quest layout is about as easy as can be.

I understand putting some quests on higher levels to give the feel of three dimensions, and the elevator idols make it easy. However, they should make the idols easier to see...they are pretty dark if you are unfamiliar with them (or running from R10 mobs). Also, they should work even if you don't have quest (red box quests are a fact of pug life).
 

woq

Well-known member
Annnnnd then he undermines any belief he knows what he is talking about. Just saying that the most repetitive boring expansion ever did something right is anathema to taking you seriously.
In this context I assume he meant the quest entrance / entering quests part. In Ravenloft entrance takes you to a slayer wilderness area, and then short run to quest entrance, requiring two loading screens. Newer expansions require talking to npc, entering wilderness, then running to a quest. Vecna, you talk to the npc and then you enter the quest. No fuss, no running around, no getting lost. If you get lost, it is in the quest.
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Either way, I disagree with almost all of the complaints in the OP. I've really enjoyed the newest expansion.

I feel for the solo farmers though. Solo-farming the quests is a pain if you need to target farm a single quest and gotta recall back to town, grab quest again, and walk back to the quest. Party play that allows you to bypass this time spent is mandatory to farming items in this expansion. Even solo-farmers can solo-farm Sharn / Ravenloft / Vecna - but target farming a single quest in MD / Chill / ToD is pure insanity if you can't hold windows open, just pain and undoable. Alt accs or grouping them is the only way really if you actually want the stuff.

On navigating: the Idols also sometimes don't fire. There's some bug with them that only seems to go away with a relog/recall or something, not sure what it is. Even after choosing the top option, the lightning strikes but doesn't take you up. Not sure what the workaround is.
 

DBZ

Well-known member
It's a great expansion you'll be missing out by skipping the content.

This is coming from someone manually controlling 4 accounts to get to the quests with two computers.

Yes it's tiring to have to trudge through the wilderness but Demo is not that bad since the quests are in a circle and close together.
Couldn't care less bait and switch and all the other problems with the product
 

DBZ

Well-known member
Annnnnd then he undermines any belief he knows what he is talking about. Just saying that the most repetitive boring expansion ever did something right is anathema to taking you seriously.
Still better then MD
 

The Narc2

Well-known member
Ravenloft is the ideal way to do quests in today's modern society where people cannot spend long hours each day gaming. RL does not have quest chain lock outs (I hate you Sharn) and you can get to each quest quickly, so if you join a group that is already10 mins in, good chances you still get in and get some XP and loot. Remember, EQ Legends came out last week, relive you Youth!
You do realize that game is owned and operated by the same umbrella as this game so you can expect the exact same treatment and monetization. My entire circle of peeps start our game search with the very basic os filter, which is in no way shall we get into a game that is operated by the same people that destroyed this game. That starts with the EG7 corp and feeds into all their subsidiaries, in fact we have discussed further to ensure that any major decision makers that leave and go elsewhere are also part of our filter.

for your reference



Make good choices
 

rabidfox

The People's Champion
the problem I'm having is that despite those facts, the result in my experience is that everywhere I go is so confined with obstacles to cut you off from easily going on another track. Feywild for example has barriers that divide it's distinct areas of geography, yet it's open enough to navigate as you will and still find your way to the quest you're on, as does, chill, and ravenloft.
If you select your next quest so the arrow on the mini-map is pointing at it, just go in that general direction. If there's something in your way, just go left or right to get around it until you can continue on in the direction the arrow is pointing. That'll get you to the quest entrances of any ground level quest.

Some quests are slightly above ground level, but SSG put in teleport statues near each of them so folks don't have to find the winding paths up to them. The statues are to the right of the quest entrance on the ground level, so you can aim for there in those cases to find them.

You might still have issues in the wilderness, but hopefully that helps make it a bit easier to get around for you.
 

erethizon1

Well-known member
It is not that bad to travel to quest if you do it once (per life), it is bad if you are grinding something and you have to also repeat the walk 100 times.

I do not see why "Three-Barrel Cove" teleport style could not be implemented for all expansions (you need to play the quest once to unlock the teleport). And once you walk to one quest and finish it you can start the walk to other quest from the location of the one you just finished, so you do not need to walk from the wilderness entrance. Less walk, but you get to see the content almost the same.

That teleport style feels like a "save game" mechanism. Imagine like you are going from quest to quest in one single run, but in real life you maybe do not have time for the whole run so you recall, do some RL stuff, come back to the game and you can resume where you stopped instead of having to repeat the walk.

I would even like it if Ravenloft had the same mechanic. I explored the wilderness maybe once in all these years just because there is no need to walk to quests. It devalues the content. It would be more memorable experience if you had to walk to quests once per life.
As a person that only plays each quest once each life, teleports that you can only use after playing the quest are almost as worthless as no teleports at all. I have had to run to the 3BC and Stormhorns adventre areas 50+ times because the teleports are of next to no value. If Stormhorns didn't make you turn in the first 4 quests to get the 5th quest (which is obviously not a good thing and not something I want to ever see in future content) the North teleport would have no value at all. I only bother to pick it up because I know I will need it to get back up there for What Goes Up.

The only acceptable compromise is a once per character run to a quest rather than a once per life. If finishing a quest results in a feat (or anything else that lasts through reincarnation) that enables you to teleport directly to the quest in the future, that would be fine. But any teleport that gets wiped out by reincarnation is of next to no value.
 

erethizon1

Well-known member
Annnnnd then he undermines any belief he knows what he is talking about. Just saying that the most repetitive boring expansion ever did something right is anathema to taking you seriously.
All your replies in this thread have been valueless insults toward anyone you disagree with. This thread, if you haven't been paying attention, has been about getting to quests, not the quality of quests, so even if you happen to dislike the Vecna quests, that is in no way relevant to any part of this conversation. The point about Vecna was that the quests and their entrances require next to no character movement, and that is ideal.
 
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