U81 Preview 2 - New Feature - Landscape Supports All Quest Difficulties

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Torc

Systems Developer
Yes this is not a bug! We are making a separate post to discuss the system aspects of this. Feedback on the content itself (monsters, deco, layout) should go here: https://forums.ddo.com/index.php?threads/u81-preview-2-the-darklake-wilderness-landscape.29085/

We are experimenting with landscapes now supporting full difficulty with the following details...BUT currently this only applies to the new U81 Landscape.

  1. Uses the same slayer quests but you get more credit per kill on higher difficulties. Caps at a 75% bonus in reaper (same bonus for 1 or 10)
  2. Same Rare Quests, but XP is also increased on high difficulties. Caps as above, 75% bonus.
  3. Explorer XP does NOT change on high difficulties (landscape monsters are largely designed to be run by with a mount now so, meh)
  4. You still have the same number of wilderness area quests (3 for heroic, 3 for epic), if you beat a rare on normal, you won't get more xp for beating it on elite later.
  5. Landscape chests should increase their drop rate per as standard difficulty rules
  6. Be warned the purple named rares are much more dangerous on high difficulty
  7. Landscapes don't lock you out on Reaper and the 10 kill limit shouldn't interact with your slayers or other quest xp grants but because wildernesses are never finish like a quest you do not gain reaper xp in landscapes, however reaper/mythic drops should now be possible on landscape chests.
If this proves popular we will look into retro-fitting previous landscapes though its currently much easier for the more recent landscapes then really old ones.

Known Issues

* exiting some quests after your landscape instance collapses gets you into a weird state (we think we've figured out why)
 

Christhemiss

Maker of Builds
Yes this is not a bug! We are making a separate post to discuss the system aspects of this. Feedback on the content itself (monsters, deco, layout) should go here: https://forums.ddo.com/index.php?threads/u81-preview-2-the-darklake-wilderness-landscape.29085/

We are experimenting with landscapes now supporting full difficulty with the following details...BUT currently this only applies to the new U81 Landscape.

  1. Uses the same slayer quests but you get more credit per kill on higher difficulties. Caps at a 75% bonus in reaper (same bonus for 1 or 10)
  2. Same Rare Quests, but XP is also increased on high difficulties. Caps as above, 75% bonus.
  3. Explorer XP does NOT change on high difficulties (landscape monsters are largely designed to be run by with a mount now so, meh)
  4. You still have the same number of wilderness area quests (3 for heroic, 3 for epic), if you beat a rare on normal, you won't get more xp for beating it on elite later.
  5. Landscape chests should increase their drop rate per as standard difficulty rules
  6. Be warned the purple named rares are much more dangerous on high difficulty
  7. Landscapes don't lock you out on Reaper and the 10 kill limit shouldn't interact with your slayers or other quest xp grants but because wildernesses are never finish like a quest you do not gain reaper xp in landscapes, however reaper/mythic drops should now be possible on landscape chests.
If this proves popular we will look into retro-fitting previous landscapes though its currently much easier for the more recent landscapes then really old ones.

Known Issues

* exiting some quests after your landscape instance collapses gets you into a weird state (we think we've figured out why)
by the way, the kill multiplier does not stack with slayer pots. plz fix
 

LunaCee

Well-known member
I definitely support this getting back-ported to more exploration landscapes. And certainly wouldn't mind more shots at mythic/reaper bonuses on gear.

Though it would be really nice to get an epic enabled version of the Sands landscape with this enabled. I'd love to be able to get some of that gear directly in epic with additional bonuses attached.
 

rabidfox

The People's Champion
Reaper wilderness is a cool thing; purple rares on r10 will be fun to go after.

Should make Tangleroot Gorge the next landscape that supports reaper; just so I can be amused by a reaper wilderness leading to quests without a reaper option. :giggle:
 

Dazling

Well-known member
Yes this is not a bug! We are making a separate post to discuss the system aspects of this. Feedback on the content itself (monsters, deco, layout) should go here: https://forums.ddo.com/index.php?threads/u81-preview-2-the-darklake-wilderness-landscape.29085/

We are experimenting with landscapes now supporting full difficulty with the following details...BUT currently this only applies to the new U81 Landscape.

  1. Uses the same slayer quests but you get more credit per kill on higher difficulties. Caps at a 75% bonus in reaper (same bonus for 1 or 10)
  2. Same Rare Quests, but XP is also increased on high difficulties. Caps as above, 75% bonus.
  3. Explorer XP does NOT change on high difficulties (landscape monsters are largely designed to be run by with a mount now so, meh)
  4. You still have the same number of wilderness area quests (3 for heroic, 3 for epic), if you beat a rare on normal, you won't get more xp for beating it on elite later.
  5. Landscape chests should increase their drop rate per as standard difficulty rules
  6. Be warned the purple named rares are much more dangerous on high difficulty
  7. Landscapes don't lock you out on Reaper and the 10 kill limit shouldn't interact with your slayers or other quest xp grants but because wildernesses are never finish like a quest you do not gain reaper xp in landscapes, however reaper/mythic drops should now be possible on landscape chests.
If this proves popular we will look into retro-fitting previous landscapes though its currently much easier for the more recent landscapes then really old ones.

Known Issues

* exiting some quests after your landscape instance collapses gets you into a weird state (we think we've figured out why)
Love it, super cool addition. Very exciting, I would love if this eventually was retro-fitted to basically everything. Being able to mix in a bit of slayers on reincarnations would be an amazing way to broaden the content pool while (hopefully) being less effort than designing whole new quests.
 

Qubert

Well-known member
This is really cool! I would love to see it be retroactive for older wilderness areas. I do hope the mob density also goes up when you go in higher difficulties.
 

mikarddo

Well-known member
This sounds cool but I wonder if the fascination will last without Reaper xp. And I am not suggesting to add that.

I do foresee possible group issues though by allowing different difficulties if R1 becomes the norm for leveling on slayer xp
 

Arthol

Well-known member
I’m pretty sure this will prover VERY popular. While you’re at it can you add Epic/ legendary versions of wilderness zones that already support Quests of the same. Such as Red fens and Sands of Menechtarun, The Legendary version of the Loot already exists so you just need to adjust the mobs.
 

dur

Paladin. Disruptor. Since the 1970s
That's a weird Title for a post. *why would Landscape be gated?

*So, we can enter "landscape" at a Difficulty? I feel like I missed a conversation...
 
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ChickenMobile

Well-known member
This is awesome!
Not only are the rare spawns going to be an actual challenge but can finally get reaper bonuses on wilderness gear.

Guildies have been wanting this for ages 😉
 

rabidfox

The People's Champion
I'm enjoying it. R1 feels nice for going around just killing things. If I want to zoom to quests, I can put it on normal, invis, and ride to the quest entrances like usual.
 

rabidfox

The People's Champion
Since there's no way to complete a wilderness to advance the available difficulty, hard/elite/reaper should probably just be unlocked by default without requiring having TR'd or VIP to unlock. There's also some wonk related to difficulty lockouts where one can trap a 1st/2nd lifer non-VIP in a quest and they'll get an error trying to recall to the wilderness; so making all difficulties unlocked by default would prevent that wonk too.
 
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