no, only 1 teleport to portals to below, all other teleports are useless afaikCorrect me if I'm wrong, but isn't there a guide that will take you to the first quest in each of the chains after they have been completed once?
You can unlock two teleports that each take you to one quest and the edge of the wilderness. You just need to run that quest to unlock it. But there are a lot of quests that are no where near those quests. And if you want to run the quests in story order you will be going back and forth across sugnificant swaths of the wilderness. So they are helpful but mostly in the “better than nothing” kind of helpful.Correct me if I'm wrong, but isn't there a guide that will take you to the first quest in each of the chains after they have been completed once?
I only discovered this recently, but if you have a quest in a wilderness area already active in your Quest Journal, you can double-click on it in the Journal's list and an arrow pointing towards its quest door will appear on your minimap (or its questgiver, if it's a walk-up and you need to turn it in.) This works for nearly every quest in Myth Drannor, although I can't seem to get it to point me towards Seeds of Decay for some reason.I'd like to see big signposts in MD to help noobs like me to find quests without enlarging my map. Maybe with color code included.
Please add some transport guides to Myth Drannor! The place is awesome to look at but the travel time to quests takes longer than running some of the quests! Even a transport to the middle of the wilderness would help.
Just let players teleport anytime to any quest.
There was many suggestions and threads about the same topic since forever.
VIP players should port to any quest from the Quest log book.
I personally like the Necro IV system, where you have to walk to the quest the 1st time but after you can telport to the quest anytime (or very near) until you TR again.
1. Players wanna go asap to quest for an effective time/exp and not to burn exp pots
2. Players will spend time in wilderness only if they doing slayers and/or rares for gear/crafting mats farming.
Forcing Nr.1 to stay in the wilderness for no reason is a PITA.
Nr.2 wont use teleport because they will run around in the wilderness for kills/mats/items.
Devs dont understand this. It wont change.
Or they understand it but they force players to "enjoy" their work (aka wilderness) regardless of player's intent.
Ravenloft like teleport system wont happen again in future expansions b/o the above mentioned reason.
I know that just would be more comfy not tobopen quest log and mark the questI only discovered this recently, but if you have a quest in a wilderness area already active in your Quest Journal, you can double-click on it in the Journal's list and an arrow pointing towards its quest door will appear on your minimap (or its questgiver, if it's a walk-up and you need to turn it in.) This works for nearly every quest in Myth Drannor, although I can't seem to get it to point me towards Seeds of Decay for some reason.
not to mention if you have a 10,20,30,50%xp pot running the meter is running as soon as you step into the wilderness. You waste 3-5minutes (some quests longer) just getting there.+1
we enjoy their work, and i love wild areas, they are critical for a cool setting, e.g. myth drannor is wonderful and i like to wander around, but something forced on me while i'm planning to do a completely different thing, like focusing on quests or catching up with the party, is not enjoyable, it's the opposite of enjoyable, actually.