Update 69 Preview 3: Quests & Public Area

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Andu Indorin

Well-known member
Death Hosts this Banquet
  1. One B-I-G Problem with this quest. If you turn left first in the entry hall, and proceed to the end of the north
    wing and collect sickle crest, you have just rendered the quest impossible to complete.
  2. Like Pavlov's infamous rat, I've become used to searching for crests once I see a socket. On first run through,
    I did not stop to investigate the voice. Tsk, tsk. I spent 20 minutes running around without ever thinking of
    inquiring about the Voice Behind the Door. Perhaps you need to add an quest objective to that effect to avoid
    complaints on first run through and with sound off. ("Speak with the Voice behind the Door"). Or maybe I'm
    just too old and too stupid to live.
  3. I enjoy challenges, and the reverse gravity challenge is a fair one. It might be more interesting if additional
    monsters dropped down from above as each barrier is removed.
  4. The optional trap filled run up to the treasure chests might be more worthwhile is it had some named loot or
    an optional xp.
 

Qubert

Member
I just finished my playthrough of all the quest and really enjoyed my time. I got more invested into the story then I thought I was going to. Below is a generalization of all the quests and below that are the more specific quests themselves.


Loved:
  • Combat mechanics with Red Wizards and undead. Made me think a bit more for each fight. Additionally the other circles arounds mobs that you interact with.
  • Music and the narration are on point for every quest
  • Optionals in each quest felt natural and longer ones were rewording to get.
  • Mob density in each quest was good. Never to much and never a push over
  • New monsters look great and have cool mechanics
Would liked changed:
  • Changing Wisps into Living spells
  • More Wild magic and Dead magic zones in quests. They currently feel like scenery and not tactically placed for players to utilize or avoid.
  • More portals for demon spawns
Quests:
  • Quest: The Safehold
    • Really enjoyed this quest. The use of crests as a narrative device is great. More of this please!
  • Quest: Death Hosts This Banquet
    • A couple of bugs with this quest. First you can cause the quest to be impossible to complete if you do things out of order by picking up the crests before interacting with the door. Additionally when taking the air stream up it caused my character to be stuck in the animation while moving. Had to relog to self resolve. Overall the quest is fine.
  • Quest: Ogmha's Song
    • I enjoyed doing the puzzles and the end fight is cool.
  • Quest: The Key to the Mythal
    • Pretty fun quest. I would ask this quest be marked as "Long" and not medium do to the length of the quest. The mastermind puzzle is great but would like the white pips to be brighter. It was hard to tell the grey from white. Using the entrance door to leave back to wilderness doesn't let you leave the quest naturally. Fun end fight. I would like to see the tail mechanic more in this fight and others.
  • Quest: Secrets of the Red Wizards
    • The barricaded door optional seems to cause a few mobs upstairs to not interact. You have to go through the whole quest to get them to trigger. Not sure if this is designed this way but still odd that you can fight half of the group. The notes need to be either larger or more sparkly to see.
  • Quest: The House of Gems
    • Sadly this is the most boring of the quests. It's not bad just pulling levers gets a bit much.
  • Quest: Times Long Past
    • Probably my favorite quest of the bunch. Felt good knowing where to go next and a nice way to include narrative and quest design. You can cause the quest to be impossible to complete if you do things out of order by not doing the Investigate the Key to the Mythal optional. The quest drops in FPS in seemingly random areas. It was hard to reproduce. This quest should be marked as "Long" not "Medium" For the last puzzle it would help if the Colors and the corresponding gems are in order in dialogue.
  • Quest: The Zulkir's Plan
    • Really tough to find the crests in this one. Not sure if they are randomly placed but took longer to find. Several rooms are just two mobs so felt like I was searching for nothing. End fight was cool. This quest should be marked as "Long" not "Medium"
  • Quest: Book Burning
    • Straight to the point quest which is great mix up from the rest of the quests. Enjoyed the smoke mechanic.
  • Quest: Ettercap Incursion
    • You can cause the quest to be impossible to complete if you do things out of order by doing the levers before interacting with the door. Great end fight I would like to see the tail mechanic in this fight more.
  • Quest: Seeds of Decay
    • Straight to the point quest. I like the end can be done in parts or you can spawn everything.
  • Quest: Portal to Below
    • Nice call back to the underdark. The end fight can be cheesed by standing on the mushrooms.
 

axel15810

Well-known member
Unfortunately, this week was bad for me so only had time to hop on for a few hours tonight and run 1 quest and check out some of the new loot. First, let me say thanks for addressing the feedback I left last preview.

I ran the quest "the House of Gems" tonight.

The main quest feedback I have is please please please lower the brightness of the acid swim room. When swimming in the acid the green is way too bright, my eyes still hurt from looking at that for a few seconds (if you do this can you also lower the brightness of the acid swim in the quest "In the Belly of the Beast" while you're at it?).

Also the boss did little damage in melee, it was noticeably less dangerous than trash. Circles did decent damage though. Dunno if that is WAI or not. Ran it on elite, if that matters.

Also, the recall points are messed up. When I recalled out of the quest it put me in the public area, not the wilderness area quest entrance.

Any chance ya'll would consider extending the preview to Friday afternoon? I could probably jump on Thursday night and run more quests to give more feedback if you do. But it'll be shutdown by the time I get home from work Thursday as it is currently planned.
 
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Solarpower

Well-known member
Finally, Portal to Below.
To make it short, this one feels out of place in Myth Drannor.
It feels like it was taken straight from the "The Mines of Tethyamar" adventure pack. Like it was created back then but didn't make it into the pack. And now somebody took it out of the archive and shove into this expansion. ?

PS. Guess everyone discuss new Feats instead of the Dungeons. ? Oh well, why would they care about something they are going to zerg without paying any attention to the content, right ? ?
 

Solarpower

Well-known member
For the last puzzle it would help if the Colors and the corresponding gems are in order in dialogue.
This is most excellent and sage advice. Please make it so!
It's a puzzle. ? Players must to figure out the right order themselves.
I'd rather have the Colours in the dialogue mixed up too. If everything will be in the right order, devs can just delete that part it won't be a puzzle.
 

Andu Indorin

Well-known member
It's a puzzle. ? Players must to figure out the right order themselves.
I'd rather have the Colours in the dialogue mixed up too. If everything will be in the right order, devs can just delete that part it won't be a puzzle.
I take your point, which is a good one. What tripped me up was Topaz, which for some reason I associate with purple, having found Topaz in the field in that color.

"Topaz is a silicate mineral made of aluminum and fluorine with the chemical formula Al₂SiO₄(F, OH)₂. It is used as a gemstone in jewelry and other adornments. Common topaz in its natural state is colorless, though trace element impurities can make it pale blue or golden brown to yellow-orange. ... Colors: Blue, Yellow, White, Green, Pink, Red, Purple, Orange, Brown, Grey."

And running on Legendary, I didn't have any of those associated gems in my gem bag.

(Then again, according to the AD&D DMG (p.26), Garnet is "red, brown-green, or violet"; Citrine is "pale yellow brown"; and Topaz is
"golden yellow." Thankfully, we do not need to /say "Rhodochrosite" in this quest.)
 
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Andu Indorin

Well-known member
Update 69 Preview 3 Release: Summary
[first of two parts]

The Ruins of Myth Drannor Wilderness gets 5/5 rating in my book. I'd say it is a definite
selling point to attract new players to the Dungeons & Dragons Online. Aesthetically, the
ruins are quite stunning, especially the "towering" trees. Admittedly, the environs surrounding
the ruins are rather sparse for the legendary Forest of Cormanthor. Hopefully, there is still
time for a "reforestation" project. But I, for one, look forward to spending a lot of time
riding and fighting through this expanse.

While the wilderness is an improvement over more recent expansions (even Dread Isle, which I
rate highly), the quests themselves feel underwhelming. I'd go far as to say that new players
drawn to DDO by the name of Myth Drannor will feel let down the core content of the expansion. A
lot of these quests feel cookie-cutter from start to finish, rather like the Vecna Unleashed
expansion. Many of the quest mechanics are repetitive (find crest, flip switch, etc). It is
almost as if these tasks were employed to make the quests seem longer than they actually are.

The short duration of many of these quests may be welcomed by veterans zerging through these
for quick reaper xp, as well as to farm the latest gear with which to run legendary, end game
raids. But it strikes me as unlikely that the Magic of Myth Drannor will not help with new player
retention. One can only hope that fans of the Forgotten Realms find the opportunity to
experience the Menace of the Underdark, which offer fine examples of story-telling and dungeon
design. Granted, Standing Stone Games may no longer have the resources to design and code such
an immersive gaming experience.

On bright side, new monsters are always good! I love fighting them Nagas, you've made the Hook
Horrors into compelling adversaries, and the Chaos Crawlers are especially interesting. I find
it ironic, however, that the Red Wizards of Thay are encountered somewhat infrequently in these
quests, which seems odd given that they are the number baddies in this chain. More is the pity, as
they are worthy adversaries.

As for the quests themselves ...

Magic of Myth Drannor, part I

The Safehold [2/5]
  • As a Level 13/35 quest, this quest is too short. (The same can be said of a lot of the
    quests in this expansion.)
  • As an introduction to the quest chain, this quest is too short. And especially too short
    for fabled Myth Drannor. Compare this quest with Tracker's Trap, a quest that is a fair
    introduction to challenging Storm Horns quests that follow.
  • This quest also depends on the over-used "find the crest, place the crest, fight the end battle"
    mechanic. We'll see this again ...
Death Hosts This Banquet [2/5]
  • And here, already, we see the "find the crest" mechanic again. Another cookie-cutter ...
  • The reverse gravity section is a fair challenge, that could be made better spawning/falling
    monsters. (As mentioned previously, need to resolve the "quest cannot be completed"
    crests out-of-order issue.)
  • The optional, trapped-filled run up to the treasure rooms seems awfully extraneous. In fact,
    it is as if it were originally intended to be placed in the House of Gems, but was moved here to
    fill out an otherwise very short "collect-the-crest quest."

Ogmha's Song [3/5]

  • I rate this quest fairly interesting, but then again I'm tone deaf. But a lot of potential
    missed in this quest.
  • For example, using a specific song to open doors might have worked even better had you been
    required to play instruments, a la Immortality Lessons.
  • Or, instead of animated musical instruments attacking like the usual animated weapons, supposing
    the mandolins cast Otto's Irresisable Dance and the drums cast Soundburst, before attacking you
    physically. I would have loved to encounter that challenge!
  • The introduction of a new puzzle is usually nice, so kudos on that. But please use it appropriately,
    and not just to lengthen an otherwise short quest.

The Key to the Mythal [3/5]

  • As the end quest of the chain, an improvement on previous quests, at least in terms of length
  • However, more puzzles after a quest that featured puzzles, more puzzles did get tiresome.
  • Enjoyable end fight gave the Part I of "Magic of Myth Drannor" chain a fitting ending.
 

Andu Indorin

Well-known member
Update 69 Preview 3 Release: Summary
[second of two posts]

Magic of Myth Drannor, part II

Secrets of the Red Wizards [2/5]
  • Thankfully, somewhat longer and more satisfying than Safe Hold; and the introduction of Red
    Wizards certainly adds color to the quest. (Sorry.)
  • However, the quest has that cookie-cutter feel to it. More levers to flip, and as they are
    all in a line of rooms, a bit redundant.
The House of Gems [2/5]
  • At least some swimming made this quest feel different. And a surplus of traps helped
    make this quest feel less like a cookie-cutter quest. (Be sure to bring a trapper.)
  • But a second phylactery in the same quest chain?
Voices of the Dead [?/5]
  • Hopefully, lots and lots of Red Wizards to add more color to this expansion pack.
Times Long Past [4/5]
  • Finally, a quest worthy of Myth Drannor. Easily the most involved and challenging quest in
    the Magic of Myth Drannor chain, and therefore the best in this expansion.
  • This is one that will actually require some work from players to get the proper pathing down.
    (Those who hate Inferno of the Damned and Through a Mirror Darkly will probably dislike
    this one). Consequently, DDO might seriously consider adding a second, named-item
    chest to this quest, perhaps appearing once you finally reach to the courtyard.
    (I don't make this recommendation lightly!)
  • Perhaps instead of /say "gem type", perhaps players could "sacrifice" gems from their gem
    bag, 10-50gp value on heroic, 500 gp value on legendary. Call it a very, very small platinum
    dump, and it would help resolve discrepancies in gem colors. (In game, Topaz and Citrine are
    the same color: yellow.)

The Zulkir's Plan [2/5]
  • This quest looks nice, with interiors whose aesthetics approach that of the wilderness area.
    I wished other quests in this expansion had more of Myth Drannor's former glory shining through
    the destruction.
  • The finale of the chain, however, is again rather underwhelming. Far from nefarious.

And the Rest:

Book Burning [1/5]
  • While the end fight locale makes this not so much a cookie-cutter quest, it is still far too short.
    of a quest. I did like the location of the adventure pack in the final "room"; an occasional touch
    of humor is always, always a plus.

Ettercap Incursion [1/5]
  • Another short, cookie-cutter quest. Almost as bad as Party 101. Snooze.
  • Failed to complete quest (twice): The "Find the Ettercaps' Great Cave" condition failed to
    complete before defeating the boss; and this despite running around the entire cave on the
    second effort to defeat Nylerian.
Seeds of Decay [2/5]
  • The introduction of a "Bit of Moander" deserved better than another short, cookie-cutter quest.
    HOWEVER ...
  • Pro Tip: the area around this quest is currently teeming with "corrupted" Needle Blights and Oozes.
    Were you to farm the area, you could reset the wilderness instance by running this quest in -- say --
    five minutes.
Portal to Below [1/5]
  • The quest objective is a worthy one, fitting for a Myth Drannor expansion pack. But this is another
    cookie-cutter quest, and it feels repurposed from an older content. Basically, its starts in the
    Mines of Tethyamar and finishes in a Corrupted Tree somewhere in the Feywild. (Still, I did enjoy
    the "Sounds of the Underdark.")
  • As a missed opportunity, just suppose the "Portal to Below" took you to where the prisoners were held,
    and you had to get the captives back to the surface, fleeing from enemies a la An Offering of Blood.
    At least that would be something new and relatively different ... but alas!
I really, really wish I could find more to be positive about from Magic of Myth Drannor. Sigh.
 

rabidfox

The People's Champion
I don't see a Randall Lyric in the public area for augments (there's some lvl 32 augs like Melee power that are still drops only); so hoping we'll see a new Randall when things go live.
I was trying to think of other augs were missing for purchase off the current Randalls. The ML32 Sapphire of Healing Amplification +57 (I believe that's the value) is in the game as a drop but not available for purchase anywhere; the current Randalls only offer up to the ML28 version of that.
 

nobodynobody1426

Well-known member
In general : doesn't Myth Drannor supposed to be filled with Fiends, does it ? Why our main enemies are Undead ? It feels like we are going to get Necropolis 5...

Kinda late, but Myth Drannor should be infested with legions of undead. While it was an army of Demons that destroyed Cormanthor, those were later cleansed by elves from Evermeet and resettled. It flourished for a century before engaging in a war against the newly returned netherese that resulted in a floating city crashing into the new capitol and laying the city to ruins again. Later a dracolich and an evil cult of the dragon sorcerer attempt to take control over the mythal using a newly discovered pool of radiance underneath the ruined city, adventures go forth to stop them and much murdering ensues.

I do not know exactly what era this expansion is taking place, though the mention of red wizards makes me think it's either during or right after the pool of radiance storyline. It's likely the Red Wizards are themselves trying to take control over both the mythal and the pool. A pool of radiance is a ridiculously powerful magical nexus that can allow an arcane caster to have near godlike powers.


The pool of radiance in Myth Drannor connected to other active and dormant pools and used them to consume life energies of creatures that surrounded them. The same pool was able to spawn undead out of lifeless husks of creatures it devoured. And lastly, the corrupted pool spread tendrils of itself, known as spawn pools across Myth Drannor, through which it dominated the minds of creatures that resided nearby, including dark nagas, orcs, orogs, and ormyrr.[11]

That is why the area is crawling with undead.
 

VinoeWhines

Well-known member
Some quests require "Keys to open to Advance Dungeon... some players pick up keys and decide to AFK in the middle of quest and leaves party to have to wait to advance Dungeon."
Have "Keys" be able to be duplicated at same spot after a few minutes or persistent so groups don't end up Recalling out of frustration or Reforming group to boot out culprit.

Not very worthwhile in an R10 when your towards the end and wasted XP/Loot pots to Incomplete a quest.
 

Andu Indorin

Well-known member
Thanks for dropping the gem/flame puzzle in Times Long Past for the live version of Magic of Myth Drannor. I, for one, genuinely appreciate that deletion. (y)

And as long as I'm here, I suggest you add the "portal swirley" to the upstairs door heading "downstairs"; just as you have already done on the downstairs door heading "upstairs". I ran past it a couple times earlier. (Hope to post this in a general thread if I can decipher the appropriate place.)
 
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