Update 69 Preview 1 Quest Feedback: Seeds of Decay

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Vox

Well-known member
This quest is short, but feels a lot longer due to the design and the fun hidden & semi-hidden things. I quite enjoyed it and really wanted it to be much longer than what it was.

The hit box for the green slime is beyond what the graphic represents, afaik it's the whole square.

Rotfeeder does not give opt xp.

The symbols of Moander sadly looks like someone threw it together in MS Paint, otherwise I found the quest very nice and immersive

(If you ever do an expansion with the old goldbox games remade into DDO....).

I really hope you can add some different animations to the end boss, at least change the sounds. It's just a storm giant in a different frock.

The end fight ambush was very fun to try to deal with :) It may not have been coded as one but I had enough time to put in three seeds before I realized what was happening.
 

PurpleSerpent

Monster Hunter of Moderate Renown
Alright, my thoughts on this one:
* The Green Slime doesn't appear to be doing damage to my character, unless my Acid Resistance is high enough that I'm just not taking any.
* Should Rotfeeder grant an optional as well as the chest?
* There's a broken spot in the basement, south of the second intersection, which is applying the Wild Magic Zone effects without the accompanying graphic.
* The Carrion Crawlers look like they're going to be a worry for melee characters - their main attack can apply paralysis and they hit like a truck.
* I like the appearance of the final boss!
 

Strimtom

Well-known member
Seeds of Decay
-It bears repeating that the entrances are lacking in a tangible way we got in, which would be good to see
-The quest should not assume the player needs to walk back to the beginning later with no indication to them charge at a wall with nothing with no indication to then spawn a portal that is required. This isn't simon's quest. Took me an extra 3 run throughs of the entire quest until I decided to just start rubbing the walls until I found the portal
 

Vox

Well-known member
-It bears repeating that the entrances are lacking in a tangible way we got in, which would be good to see
This is a good point, although if memory serves the players are teleported into seeds instead of using a door or going down a rope into ruins?
 

Andu Indorin

Well-known member
Not too much to say about this one, as yet.

The required note in the entrance hall has a superfluous backslash (\) in front of text, final paragraph.

As with "Secrets of the Red Wizards", debris piles in three of the four corners of the entrance room, plus debris pile
up the stairs ascending west, can result in players getting stuck; albeit in these cases, it requires an extra effort
to do so.

Generally speaking, this quest is much too short, though it is nice to see Moander still fouling things up in the
Forgotten Realms. This brings back memories of the good old days.
 

Aaabbbcccddd

Just a friendly Spectator
First a small rant before I go into the details of the quest.

I usually like the quests in ddo, some have their problems because they are old or for other reasons. But in the grand scheme I like most of them.
Some because of their interessting story, others because of their looks and feels but the best of them are quests with unique mechanics. I am a player that like's to get challenged, and with that I don't mean strong enemies but by the dungeon itself. I know most players like it simple and everyone can have their own opinion but I like my quests with a bit more depth. I noticed that a lot of new quests are missing the season after they came out of the oven. The base of the stew is there and tastes good (looks, atmosphere, monsters), but for me it feels that in a lot of new quests, there are missing some special ingredients to round out the meal. Here are some good examples what I mean with unique mechanics: Inferno, Crucible, Blown to Bits, Fall of the Forbidden Temple and there are many more. Of course not every quest needs this, but all 3 of those new quests seem quite bland to me and I don't mean the looks or feels in general, quite the opposite I love the look of seeds, for example. And I also don't want to attack any dev with this they are doing a great job and probably only work of caffein injections at this point. Also this is only a preview and the quests might get changed. I will give some example what I mean by unique in the thread for each quest.

Now to the actuall quest.

As I said above I like the looks, it definitly feels like an overgrown old tempel complex.
I also like those litte story bits in the dungeon
And the overgrown old temple is probably my favorite theme of all time, that's why I absolutly love promise of fire.
The acid pit jump section could have been used more in this dungeon.

It is missing a door/portal at the start, like the other two as well. I get that we got teleported in there but I really like to get out of a quest where I got in. It is convenient and on the hardcore server it can save lifes, espesially if we get those hounds, or something similar back.

As others have already said the portal in the starting room is weird and the first time I did't see it and missed it. I only got to the room through the sercret door. Maybe put a sceleton with a note there, so players get automaticly guided there.

There is a secret room under some stairs, but the room was empty maybe I missed something or maybe there is still something missing.

The boss fight was okay, but also was nothing special.

Okay what do I mean with unique mechanics in a dungeon, this is obviously only one example and might be overkill for such a small dungeon.
The theme of this dungeon is clear, decay. What if we take this theme a bit further. What if the seeds we collect actually have an aura of decay around them and on pickup we become the source of those auras. Here would it be good to have a "player number in dungeon" variable to scale those auras of, because a solo player could get screwed because he can't share those between party members.
Those auras would effect the player that holds the seed and in a small area around them could be:
1. Everyone in the area gains acid and poision vulnerability
2. Everyone in the area gains reduced ac and fortification
3. Everyone in the area gains reduced melee, ranged and spellpower
4. Everyone in the area gains reduced saves and increased spellpoint cost

Now we have a interesting mechanic/ objective the players have to play around.
A good party would try to play round each members strengh and weakness and split those seeds accordingly.
They alse have to communicate and don't panic, because as soon as they start to hug each other the debuffs start to affect everyone.

And maybe the boss creates cloud effects with the same effects as the seeds and also deals acid and poision damage. So players are actually forced to use the whole boss room.
 
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