Update 69 Preview 1 Quest Feedback: Secrets of the Red Wizards

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Vox

Well-known member
Edit - Ran this solo on legendary r6 & r4. Appears difficulty is ~vecna.

I quite like this one, there are a lot of extra & looping alternative ways to traverse the university, and I especially like the additional mechanics of the skulls-red wizard fights.

The end fight is decently challenging, maybe the guard has a little too many hp but I also don't think I understood the mechanics in there as it kept being level drained (wasn't by me, ?by the boss, and it should not work on undead anyway) but that did not seem to make any difference to the boss or that red name.

I very much like the optional imp behind the crest door! I can only assume you've already tested it for duping & griefing potential.

There are several instances where there's just mobs standing around picking their noses, a basic patrol script would help a lot in here.
DzJqMQ6.jpeg


There are also a lot of times the textures don't fit together - this really ruins the immersion of the quest, and I hope some time gets put in to fix these
Iw8CWJ5.jpeg

NWAXucx.jpeg
 
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kimberlyte

Active member
I made it as far as the east wing, up to two rooms with wizards. After using up my spell points clearing the first room after the shrine and saving the shrine, a lockout barrier popped up, forcing me forwards into another red named without many spell points left.

Put the shrines more than 10 seconds away so I can't run to it when dead? Fine, I can count steps and make a decent decision about whether to delay shrining. Take the easy way out by throwing in some cheesy transparent barrier that pops up behind me when I'm still a room away from a red named and haven't alerted any mobs? Not a fan. Not cool. Not fun.

Character died, and I logged out. Think I'm done with lama for this round, stupid quest mechanics like that just kill the fun.
 

in4theride75

Well-known member
I quite like this one, there are a lot of extra & looping alternative ways to traverse the university, and I especially like the additional mechanics of the skulls-red wizard fights.

The end fight is decently challenging, maybe the guard has a little too many hp but I also don't think I understood the mechanics in there as it kept being level drained (wasn't by me, ?by the boss, and it should not work on undead anyway) but that did not seem to make any difference to the boss or that red name.

I very much like the optional imp behind the crest door! I can only assume you've already tested it for duping & griefing potential.

There are several instances where there's just mobs standing around picking their noses, a basic patrol script would help a lot in here.
DzJqMQ6.jpeg


There are also a lot of times the textures don't fit together - this really ruins the immersion of the quest, and I hope some time gets put in to fix these
Iw8CWJ5.jpeg

NWAXucx.jpeg
Indeed, quite jarring. Patterns don't line up, there are visible seams, and next to the blue crystal lever the walls don't even touch.
 

PurpleSerpent

Monster Hunter of Moderate Renown
Alright, my thoughts on this one:
* This was a confusing quest to explore for the first time! I must have been in it over an hour before I was confident I'd found everything.
* The mix of monsters is a good one, although I was a tad disappointed to see R'zz Fr'zz using a Mephit skin when the U68 companion suggested a new appearance for Imps - hopefully this just hasn't been implemented.
* Is the end chest meant to be trapped and locked? That feels weird (unless the end chest is actually the one by Thramont.)
* The naga in the dormitory is still called "caster".
 

Strimtom

Well-known member
-You spawn into a hallways with no clear entrance. You should be able to see how you got in (if the intro text is about being teleported in then disregard)

-Dead magic zones appear to do nothing

-I don't know where the end chest is, but the room that had a chest in it when I enede the quest was locked and I could not unlock it. (Standard): You are on server 26 at r2 lx728 ly24 i2052 cInside ox89.50 oy-108.13 oz-219.10 h244.7. Game timestamp 75914.565.

Z fighting bugs:

Stairs: (Standard): You are on server 26 at r2 lx728 ly24 i2052 cInside ox107.09 oy-67.52 oz-229.68 h223.6. Game timestamp 74270.204.

Stairs: (Standard): You are on server 26 at r2 lx728 ly24 i2052 cInside ox70.89 oy-65.45 oz-217.35 h341.7. Game timestamp 74578.029.

Pillar: (Standard): You are on server 26 at r2 lx728 ly24 i2052 cInside ox83.18 oy-87.23 oz-219.10 h140.6. Game timestamp 74602.531.

Wall: (Standard): You are on server 26 at r2 lx728 ly24 i2052 cInside ox94.07 oy-110.72 oz-210.03 h150.5. Game timestamp 74691.377.
 

Epicsoul

Lava Divers Assistant to the Regional Manager
Secrets of the Red Wizards Feedback on Reaper 1

Pros:
  • Mobs Placement: mobs are placed well throughout the quest. Most placements seem to make sense and there are not just large, random packs of mobs everywhere.
  • Mechanics: Thramont the Watchful was a balanced yet challenging fight, especially on R1 difficulty. The Red Wizard Necromancers and Draining Mouths were great. All quests should have tougher encounters like this, used sparingly of course. Having mobs respawn, being healed, and deflecting spells/arrows are great additions for tougher content.
Typo Errors:
  • Red Wizard's Plan: There's a typo in the text of the first Red Wizard's plan: "/Once we have captured...".
  • The caster cobra I encountered was just named "Caster"
Design:
  • Student Dormitory: The dormitory could benefit from additional furniture beyond just beds in the first room. The current setup feels sparse and could be improved for better immersion.
  • Map Issues: The map in this section could use improvements for better player experience.
  • Random: After opening one of the chests, the chest light penetrates the above floor.
Optionals:
  • Hyr'zzx the Doomsphere: This optional should reward more xp, and the chest should have a chance to drop named loot to make the journey more enticing.
Miscellaneous:
  • No Exit: I realize this is Lam, but please make sure there is an exit door either at the beginning or when completing the quest.
 
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DBZ

Well-known member
How are they deflecting arrows and spells and why farm this on anything that isn't a melee if its supposed to be challenging

So just more anti ranged and caster mechanics really
 

Epicsoul

Lava Divers Assistant to the Regional Manager
How are they deflecting arrows and spells and why farm this on anything that isn't a melee if its supposed to be challenging

So just more anti ranged and caster mechanics really
It's not all the mobs, just a few. I was on a Warlock and was just fine. I also don't know if these mechanics exists below R1.
 
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Solarpower

Well-known member
The dungeon is quite big but the map is not helpful at all and I'd even say misleading.
You can't clearly see each individual room and the map's notes looks like they were put in randomly. For example I'm taking the stairs up from 1st floor to 2nd one, but the map note says "Down to Cellar"... ?
And, where is the end chest again ?
 
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Ysukai

Member
First thing I did was getting stuck in the debris at the entrance.

(Standard): You are on server 11 at r2 lx728 ly24 i2049 cInside ox4.29 oy4.06 oz-226.97 h80.2. Game timestamp 85347.897.
(Standard): Q:0x7003AF0A
There are multiple stuck point.

Now sure if that's a lam thing, but I recalled from the quest after getting stuck then the npc gave me the end reward without completing the quest.
(Can replicate)
Enter quest, recall, reset quest, get some item reward.

Beholder spamming con dmg is not fun.

Map is confusing.
 

Andu Indorin

Well-known member
Observations/Suggestions

Entrance Room:
The piles of rubble and detritus, with beams protruding, offer opportunities for getting "stuck"; take a short cut
to jump up to a higher floor and miss, you get stuck; miss a jump or lag off a ledge, you get stuck.
You may want to trim somewhat the "edges" on some of these rubble piles to prevent this from happening.

The tattooed Red Wizard faces look pretty cool, on both the avatars up close and personal, and in the examine
orbs.

Naga in SE corner of West Wing labelled as a "caster"; I'm assuming this is a place holder for an orange- or red-
named Naga.

The sound effect on the illusion in West Wing, nw corner, sounds rather electrical ("Bzzz, bzzz").

The stonework in the cellars appears "low" quality; if I recall correctly, most of Myth Drannor's underground were of
dwarven construction and might be upgraded to proper stonework.

I do enjoy "jumping" challenges ... at least when lag is not a factor. Game could use more of these. However,
that adventurer's pack is an interesting conundrum -- as yet. (South Wing, se corner)

I notice that in this and other quests, almost all of the generic mabs come in groups of six; how about groups of
eight for a bit of variety? Maybe every fourth or sixth spawn location?

Hyr'zxx's room offers some tactical opportunities with which to defeat that red name. Good job.

One of the quest-objective "Plans" needs to be overheard; the remainding are just "messages" lying about. Perhaps
this be broken down into two objectives? On a second run through, I spent about 20 minutes running all over to
find that fourth "message stone." Silly me!

General Impression: Thankfully, longer and more satisfying than Safe Hold (and Seeds of Decay). Hopefully, some more dungeon
dressing to fill things out.
 

Solarpower

Well-known member
Thankfully, longer and more satisfying than Safe Hold (and Seeds of Decay).
It looks like "Secrets of the Red Wizards" is a part of the main story, while "Safe Hold" and "Seeds of Decay" are side-quests. And the latter ones usually short, repetitive and boring.
 

Andu Indorin

Well-known member
General Impressions on the first Three Myth Drannor quests:
(placed here as this quest is certainly part of a developing story arc)

1) Two of these quests are too short, and for a major expansion, far too short. As level 13
quests, we could compare these to the Gianthold walkups. You might almost consolidate all
three of these quests into a single "introductory" quest, a la Feywild's Quid Pro Quo. As
it is, these are somewhat underwhelming for the ruins of the what is -- arguably -- the
most fabled city of the Forgotten Realms.

I think most of us hope that this is not an indication of the length of the remaining quests
in this expansion. And I was personally hoping that expansion might even approach the
quality of Menace of the Underdark.

2) This is probably just a result of being the first three quests released on Lammania, but
these quests are seriously repetitive in terms of quest mechanics: find crest/message/seed,
proceed to end battle, beat down boss. Again, hopefully this not an indication of
remaining quests in this expansion.

3) New Monsters are always a plus. The Nagas are welcome addition to DDO, and I await the day
when Guardian Nagas randomly pop out of non-End Quest Chests to keep players on their toes.

The Carrion Crawlers look good, bringing memories of yore. Will they have a modest ability to
stun their opponents?

Hopefully there will be more such critters to look forward to. (BTW, if you are looking for
another addition for Ultimate Collector's Editions, how about Monster Manuals exclusive to
expansion packs?)

On the other hand, I hope that some of the "generic" mobs we've encountered get proper names.
"Ruins ______" is rather weak in terms of building up the aura of an adventuring environment. For
example, the "Ruins Spider" could re-named "Cormanthor Spider."

4) The Aesthetic: I realize that this may be too early to comment on the look of the expansion, but ...
so far there is little "Elven" feel to these ruins. A lot of this may obscured by the fact that
these are ruins, but it is worth remembering that Myth Drannor "represented the peak of Elven
civilization and craftsmanship." Both the Speculum and the Irithlium that are featured in two
of these quest date back to the glory days of the "City of Songs"; and prior to the "second fall" of
the city, had been the subject of nearly a century of rebuilding so as to regain their prior glory.
(Personally, I was hoping for something along the lines of the Feywild artwork, a la Winterspine Palace.)

To be sure, when one closely examines the detailed graphics on the wall lamps in these quests, it
offers hope that this is -- indeed -- in the works. While the recent destruction of Myth Drannor
was certainly catastrophic, surely there must have been locales that withstood this calamity --
being a fantasy world, such things are possible.

Also, it would be nice if a couple of the "Collectable" objects get an update, rather than being
imported from Stormreach. The Bookshelf and Scroll Rack could use artwork already extent in these
quests; just add the "Sparkly" to make these stand out.
 

Aaabbbcccddd

Just a friendly Spectator
The overall feeling was good and I like how the verticality was used in this quest, with that I mean the trap part and the starting room and not that it has a few floors. We need way more of those vertical areas.

I like the boss fight in this quest. it's not on slavers 3 boss fight level but it is way batter than the other two quests. It can be a little rough if you are solo.

I like the necromancers in general and I would love if we get more monsters that aren't necromancers but on the same level.

One problem I have with this quest, is that it feels kinda empty in some of those rooms and I would love to get a bit a few more of those environmental stories like in gta with the rope dangling down where the hidden hand acolites broke in. Maybe a locked dorm room where some students accidently opened a portal to another plane, or they build a wall out of beds and other furnature to protect themself against invaders.

In the second room where you first encounter the wizards there is a door that you can only open later in the quest, but I hate it when you can still use it and you get a progress bar. I would apriciate of those doors get looked and you still get the message that you are not on the right goal. Or just make it untargetable until you are on the other side.

A lot of other small things already got mentioned above.

I like that this quest actually has a gimmic, in form of the dead magic zone. But why don't use them more through out the dungeon?
It would be cool to have some devices scattert across the dungeon that when used create even more dead magic zones in that part of the academy.
And if you actived one on all sides they even cover a good part of the boss room. they also might help with some optionals. And I know there already is a bit of dead magic zone in the boss room, but maybe cut that out until you activate/ deactivate enough devices.

It would also be cool if we could use the time stop device we see near the boss room to freeze one or two skelis in the bossfight in time. Since solo the boss is not to easy, maybe with a umd, disable device or concentration check or something similar.
 
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