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Cocomajobo
11-16-2017, 04:04 PM
EDIT 3:
Lamannia will be coming down in roughly half an hour at 5:30 PM Eastern.

Thank you all for coming out to the second Ravenloft Expansion preview! We've been parsing all the feedback from the weekend and have had several long discussions about what portions of feedback to act on and in what ways in the office today. We are tentatively planning on running a third Lamannia preview late next week (but, as always, all plans are subject to change).
(EDIT 2: And the preview is now open!)
(EDIT: And just like that we hit a blocker with the second raid that is going to prevent it from being previewed this time time around.)

Hello, all! Wanted to let everyone know that our second preview of the Ravenloft expansion will be hitting Lamannia tomorrow (Friday November 17) and running through the weekend. We will make an announcement when it is open and provide release notes (well, feedback threads of the new features) at that time. This second preview is currently expected to contain the following things:


The Land of Barovia Landscape
11 of 12 Quests (In varying states of polish)
1 of 2 Raids
All of the Quest Loot (With a small amount of feedback based changes from last preview but not the full list of changes we currently intend on making)
All of the Raid Loot
Sentient Weapons (The mechanical side of this system only. The flavor side of voice lines which talk to you periodically while wielding a sentient weapon are not expected to make it into this preview.)
Racial Enhancement Point Tome


There will likely be a small dev event on Sunday but that has yet to be confirmed. Regardless, we'd love it if you could get some people together and run the new content this weekend and tell us what you think once the preview opens up! <3

Cocomajobo
11-16-2017, 04:07 PM
Feedback threads:

Loot Feedback (https://www.ddo.com/forums/showthread.php/491574-Ravenloft-Expansion-Preview-2-Loot-Feedback)
Content Feedback (https://www.ddo.com/forums/showthread.php/491578-Ravenloft-Expansion-Preview-2-Content-Feedback)
Sentient Weapons Feedback (https://www.ddo.com/forums/showthread.php/491576-Ravenloft-Expansion-Preview-2-Sentient-Weapons-Feedback)

Cocomajobo
11-16-2017, 04:07 PM
Here's a small list of things to be aware of when wandering through this preview

Landscape

Some “Mysterious Mists” do not actually do anything when interacted with, This is not intended.
Various small critters that are supposed to run away (e.g. small rats, ravens) do not.
Some random encounters are not completely functional – but please give us feedback on any problems you find.
Vegetation density is currently in the process of being tweaked.Placement of the quest journals is not final (and, in the case of the Strahd and Tatyana journals, the final placement may be in different areas.)


Dungeons

Not all dungeons have had their DM audio hooked up. A large portion, however, have had a first pass of it but not been adjusted for timing and the like. If you notice anything off with Voice Over in a dungeon that has some please let us know.
Some of the available dungeons (for example, “The Final Vintage”) are not fully decorated yet, and various art assets (e.g. the portrait of Argynvost in “Oath of Vengeance”) are placeholder.
Quests are not currently in the Adventure Compendium.
Quest journal text has not yet been written.
Quest flagging for capstone dungeons is not yet in place. For example, in the final release, you’ll have to play two other dungeons before “An Invitation to Dinner.”


Systems

Some heroic equipment have +0 effects, these will likely be changed to enhancement bonus versions of what they currently are, in order to allow them to give actual benefits.
Sentient Weapons do not currently have any voices attached to them.
A number of Sentient Set Bonuses have yet to actually be implemented.


Misc

Some monsters do not have correct appearances.
Vargouilles look like the dev instead of the D&D monster.
Flameskulls are still being tweaked.
Barovian Witches, Barovian Trappers, Mountain Folk, Corrupt Watchmen, and most rares do not have correct appearances.
Many NPCs and monsters do not have final/correct names, or dialog.
The Brides of Strahd do not have their correct appearances.

MacRighteous
11-16-2017, 04:33 PM
Sentient Weapons - woot!!

My time is limited and I hadn't planned on previewing any more RvL on Lamm - but I'm thinking of making an appearance for the weps...

What do we need to know/do to get these in our hands quickly for testing?
Will they be handed out by a vendor in the DoJo - or do we have to do a raid... quest?

Do we need a developer's guide to Sentient Weapons testing?

LOL

Seriously
How can I maximize my preview/testing time? Last week I spent hours running around the dojo cause I didn't know what was going on... it was my first time.
I would like to not ...."waste"... anymore time if I can.

Thanks
/Mac

Cocomajobo
11-16-2017, 04:37 PM
Sentient Weapons - woot!!

My time is limited and I hadn't planned on previewing any more RvL on Lamm - but I'm thinking of making an appearance for the weps...

What do we need to know/do to get these in our hands quickly for testing?
Will they be handed out by a vendor in the DoJo - or do we have to do a raid... quest?

Do we need a developer's guide to Sentient Weapons testing?

LOL

Seriously
How can I maximize my preview/testing time? Last week I spent hours running around the dojo cause I didn't know what was going on... it was my first time.
I would like to not ...."waste"... anymore time if I can.

Thanks
/Mac

The same vendor in the dojo which had all of the quest loot during the first preview will now also have all of the Raid loot and everything you should need to preview Sentient weapons. There will be a writeup on how the system works in the sentient weapons feedback thread which will be posted tomorrow.

Notably, this preview is only expected to have the systems side of sentient weapons. The flavor side of voice lines which talk to you periodically while wielding a sentient weapon are not expected to make it into this preview.

MacRighteous
11-16-2017, 04:40 PM
The same vendor in the dojo which had all of the quest loot during the first preview will now also have all of the Raid loot and everything you should need to preview Sentient weapons. There will be a writeup on how the system works in the sentient weapons feedback thread which will be posted tomorrow.

Notably, this preview is only expected to have the systems side of sentient weapons. The flavor side of voice lines which talk to you periodically while wielding a sentient weapon are not expected to make it into this preview.


Thanks mange... I'm looking forward to it.

sebascz
11-16-2017, 04:47 PM
great i love this expansion.

SerPounce
11-16-2017, 04:53 PM
2 of 2 Raids (In varying states of polish)


Sweet! Glad there's going to be two!

Cocomajobo
11-16-2017, 05:15 PM
And just like that we hit a blocker with the second raid that is going to prevent it from being previewed this time time around. OP has been updated to reflect this.

Satyriasys
11-16-2017, 05:33 PM
The flavor side of voice lines which talk to you periodically while wielding a sentient weapon are not expected to make it into this preview.

I hope we can turn this off. I know I'll quickly grow tired of it.

Kza
11-16-2017, 05:36 PM
Had to log in and just say that this sounds really nice!

My feedback on the loot after i have thought much more:
Many items is really weak, they have spell saves, fort saves and much
Of that. I have 0 interest in that. It is wasted. Plz get more real resistance on a few
And other boosts instead of all those more or less ”wasted fillers”.

So Plz reconsider some of that and boost set bonus!

Thanks for your hard work. Looking forward to ravenloft!!

Fenix93
11-16-2017, 05:52 PM
Sentient Weapons (The mechanical side of this system only. The flavor side of voice lines which talk to you periodically while wielding a sentient weapon are not expected to make it into this preview.)



you and go! I've long been waiting for you to test sentient weapons! : D and if I'm at the level of what I saw in the first preview it will be a bomb but...Wait ... a moment ... sentient weapons will have an actor voice ...


https://i.imgur.com/Cl2UgZy.jpg

I know it will not "to listen" in dis beta but ...OMG but it's a fantastic thing! there is! for sure maybe it will not be like the paper .. as you speak it ... it seems to be a really delightful thing! mannages for tomorrow morning flight in beta to test!

Cordovan
11-16-2017, 05:54 PM
I hope we can turn this off. I know I'll quickly grow tired of it.

Yes, the option to turn it off will be there.

Fenix93
11-16-2017, 05:59 PM
I hope we can turn this off. I know I'll quickly grow tired of it.But how can you deactivate such a thing ?! and too fantastic like what! manners, it must be really great to have a weapon that speaks to you ... I still remember the time I played at Baldurs Gate ... the two-handed swordsman was spectacular .... wao ... there's .. I really do not see this feature.

Wizza
11-16-2017, 06:10 PM
Glad to see it's open on a weekend.

Thar
11-16-2017, 06:14 PM
I hope we can turn this off. I know I'll quickly grow tired of it.

This game has sound??? I've turned off 99.9% of sound since you can't hear people otherwise.

PsychoBlonde
11-16-2017, 06:22 PM
I hope we can turn this off. I know I'll quickly grow tired of it.

If they're smart, they'll put it on the same toggle with DM voiceover.

red_kain
11-16-2017, 06:42 PM
If they're smart, they'll put it on the same toggle with DM voiceover.

Personally I would prefer it had its own slider/option. Likely more work then its worth though.

Rylex_Night-Shield
11-16-2017, 10:07 PM
I can first of all say thank you for holding this preview on a weekend. I know many others and myself didn't or couldn't get the full previous preview done due to work/time limitations. I don't know if I'll find a raid group but I hope to run a few of the quests over as I wasn't sure of the 2 (3) quests I picked up, what was a bug or working as intended. The Wereraven quest I picked up but the portal wouldn't work and in Lord Straud's castle, on normal epic, I fought the 2 black dragons down only to have 2 more pop and fight again to finish the quest. But as there was mention of quests that had place holder monsters for some of the mobs, I found it amusing to fight a kobold with the title "shambling mound" above it. ;)

So I'm looking forward to this preview and having more time to explore and search for things in the quests and wilderness areas. Hopefully, then I can provide a lot more and better quality feedback for you.

PS: Also looking forward to sentient weapons. I love the confused looks of NPCs as I keep telling them to shut up and stop talking about my mother. =D (yes, I know, no talking THIS time but "soon"™) *rubs hands together in a malicious manner*

lyrecono
11-17-2017, 12:40 AM
Notably, this preview is only expected to have the systems side of sentient weapons. The flavor side of voice lines which talk to you periodically while wielding a sentient weapon are not expected to make it into this preview.


I hope we can turn this off. I know I'll quickly grow tired of it.

i'm glad to hear that we can turn it of. I'm surprised that;

A, people play with the sound on, i heard the harbor piirate theme and the noices of buffing at the start of the first quest and turned in game sounds off.
Only turned it on again for edd greenwoods audio commentairy, once.

B, people are getting exited by sentient weapons, every modern shooter has some npc interupting gameplay to state the obvious every few minutes. Even the latest doom that went oldschool couldn' resist putting one in.
Even B.J. Blazkowicz in ww2 must have caried a 10 liter battery to facilitate the ammount of chatter in those games.
Even in the 3D sonic franchise they felt the need to have your animal friends state the obvious every minute (yeah, hearing them yell bouncepad gets real old, real fast).

So isn't the inclusion of voices a waste of time and money once people checked them out once and turn them off?

Oh well, i hope the gear will be worth the potential investment, i hope it resolves all the glaring melee issues we're dealing with....

I also hope the ballance issues are fixed and the content is playeble at lv 10 for all classes. Not just tr vets on warlocks like ToEE or the mines, nothing brings boredom to a game like dense packs of mobs with 20 times the hp they shouldd have had, it's only heroics, we don't all like to play wizards, warlocks and arties online.
Please give us a reason to go there during tr's and don't give the excuse of try a lower dificulty, noboddy wants to turn of their streak for a handfull of quests.
Plenty of other content that likely will offer better exp per minute even if you ignore having to run through ravenlofts wilderness area.

I assume that the raids won't contain a heroic version? Nor any heroic sentient weapons?

Have all the set issues been worked out? The ones we gave feedback on last round?

Fenix93
11-17-2017, 07:31 AM
what time does it open lammania?

Cocomajobo
11-17-2017, 11:12 AM
This game has sound??? I've turned off 99.9% of sound since you can't hear people otherwise.

Personally, I generally reduce most in game sounds to very minimal except for DM and music. The DM narration is one of my favorite aspects of DDO. =P


I assume that the raids won't contain a heroic version? Nor any heroic sentient weapons?

Correct. Neither the raids nor sentient weapons have heroic counterparts.


Have all the set issues been worked out? The ones we gave feedback on last round?

I will simply answer with a quote from the OP:
-All of the Quest Loot (With a small amount of feedback based changes from last preview but not the full list of changes we currently intend on making)

Cocomajobo
11-17-2017, 11:13 AM
what time does it open lammania?

Once I've finished verifying the build from last night is stable and writing release notes.

Fenix93
11-17-2017, 11:38 AM
Once I've finished verifying the build from last night is stable and writing release notes.

ok i thank you ^^ I can not wait :D

Thar
11-17-2017, 12:00 PM
Personally, I generally reduce most in game sounds to very minimal except for DM and music. The DM narration is one of my favorite aspects of DDO. =P
P:

Is it just me or at 1% the sound effects are still blaringly super loud?

Kza
11-17-2017, 12:09 PM
Is it just me or at 1% the sound effects are still blaringly super loud?

No, me also. Solo- more or less Always sound on- awesome.
Group: never sound on - cant hear other ppl if so.

Sound is very important- superhappy you get voice on quests and on sentient weapons. I hope its many many lines and if you stray from weapons alignment plz let the weapon say bad bad things and try correct you. I hope its not just some punchlines- hopefully weapon see what you do and comment on that.

Personally i will get a lawful good weapon and kill the sovereign host in house p. If the weapon go bananas it will be awesome- hopefully it be so :-)

Thrudh
11-17-2017, 01:07 PM
The DM narration is one of my favorite aspects of DDO. =P

Me too. :)

KookieKobold
11-17-2017, 01:39 PM
We've finished verifying the build and are now in process on updating Lamannia with said build!

As such, it'll probably be about an hour to an hour and a half before we open up.

sebascz
11-17-2017, 01:43 PM
ok

PsychoBlonde
11-17-2017, 01:56 PM
Me too. :)

Me three!

MistaMagic
11-17-2017, 02:13 PM
Update currently downloading

khalilkilo
11-17-2017, 03:07 PM
Downloaded and waiting for it to open, can't wait!

Cocomajobo
11-17-2017, 03:54 PM
The preview is now open! The OP has been updated to reflect this. Please visit the link directory post (right below the OP) and look through the various threads available for feedback!

DANTEIL
11-18-2017, 03:30 PM
Racial Enhancement Point Tome


I filed a bug report on this, but I thought I would mention it here. The Racial Tome appeared on the character after transferring over to Lamannia, but when I applied the tome to my character, it seemed to give me a 'regular' enhancement Action Point that I could use to upgrade any Enhancement, rather than being limited to the Racial Tree.

Cocomajobo
11-20-2017, 05:01 PM
Lamannia will be coming down in roughly half an hour at 5:30 PM Eastern.

Thank you all for coming out to the second Ravenloft Expansion preview! We've been parsing all the feedback from the weekend and have had several long discussions about what portions of feedback to act on and in what ways in the office today. We are tentatively planning on running a third Lamannia preview late next week (but, as always, all plans are subject to change).

Seikojin
11-20-2017, 06:11 PM
Something I noticed, and will echo on the sentient weapon feedback:
Weapons with enhancements had a hard time being a offhand weapon. Like they wouldn't drag and highlight the offhand, or allowed to be in the offhand. Even for a one handed weapon.

Cocomajobo
11-20-2017, 06:30 PM
Something I noticed, and will echo on the sentient weapon feedback:
Weapons with enhancements had a hard time being a offhand weapon. Like they wouldn't drag and highlight the offhand, or allowed to be in the offhand. Even for a one handed weapon.

What weapons?


All Weapons?
Weapons that woukd “Accept Sentience”?
Weapons with a Sentient Jewel slotted in them?
Ravenloft quest loot named weapons?
Specific Ravenloft Raid loot named weapons?

Seikojin
11-20-2017, 10:01 PM
What weapons?


All Weapons?
Weapons that woukd “Accept Sentience”?
Weapons with a Sentient Jewel slotted in them?
Ravenloft quest loot named weapons?
Specific Ravenloft Raid loot named weapons?


I was checking all the weapons from the Ravenloft weapons from both the quests and the raids. I think they were all morninglord versions of weapons that an undead scourge asimar would wield. All but the light hammers would not work. This was without sentient jewels in them.

So in list order:
No, not all
Yes
No
Yes
not specific, but there were ones from there that didn't work
trying mauls, light picks, maces, hammers, clubs. Only light hammers of morninglord worked. So well, they allowed me to dual wield sentient versions.

Fenix93
11-21-2017, 08:12 AM
Misc

Some monsters do not have correct appearances.
Vargouilles look like the dev instead of the D&D monster.
Flameskulls are still being tweaked.
Barovian Witches, Barovian Trappers, Mountain Folk, Corrupt Watchmen, and most rares do not have correct appearances.
Many NPCs and monsters do not have final/correct names, or dialog.
The Brides of Strahd do not have their correct appearances.


This is noteworthy, some monsters or bosses have been changed since last beta ... but some still need to be duly ordered, like Baroness witches who should have this aspect.


https://i.imgur.com/01AYAwk.jpg

but I love the job done on the skull flame although most of those "Wisps" I see in Wilde and in some quests are older and I think they will be flame skull in the final build.


https://i.imgur.com/EuR6Xwz.jpg
https://i.imgur.com/HYfsUHp.png

In general congratulations are really doing this aesthetically expanding, there is the right atmosphere and submarine musics are evocative,
but there are some "bugs" to solve as when you enter combat with a Barovian Withc completely breaks the atmosphere ... changing combat music with more action.Gigantic quests are very simple and maybe better so too it would not make any sense if they did not buy the expansion if a quest that lasts nearly 1 hour about pay few XP, I already imagine a Daily Run XP of Death House ... and a Mad Tea Party ... EN x2 on lfm.

but it's worth adding that this expansion is worth at least the basic price to be enjoyed, and is not a negative but positive comment, because that means "Mist of Ravenloft" is an expansion that is worth buying, because full of things to do captivating and entertaining and a large explorable area the biggest ever ever seen in DDO but...

my questions are

Will the guides in the final phase direct you to the quest where you have to go? or will you have to spend Astral Shard or have to complete the quest first as for Storm horns, Necro 4 and 3BC?

Do the bosses and some NPCs have a unique look in the final build?

in castle ravenloft in a "Invitation fo Dinner" can you take the option of "not going to for see my future" so that when you make Zerg groups inside the quest, do not you go blind?

can you add boxes for traps at some points in quests so that they can be disabled?