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View Full Version : Quest list where exp reward could be raised for the betterness of DDO.



janave
10-19-2018, 03:45 AM
My subjective list of quests or chains where I believe exp on completion could be raised to make them more attractive for players. With reason and a guesstimate of the base exp bump that would make players like me consider it over other options.

I believe boosting exp on these quests would improve the LFM health of the game, and the levelling up player experience due to larger content variety over many reincarnations.

This is all from my PUG players experience, as always YMMV.

Kobold Assault
* boring
* +70%

Valak's Mausoleum
* traps, it is kind of neglected
* +40%

The Price of Freedom
* crazy quest, can be failed easily on the ship with a bad reaper roll, no recovery but cake after 30-40 mins.., semi random objective
* +60%

Temple of Elemental Evil Part One
* very long on heroic, the loot is less shiny now
* +50%

Temple of Elemental Evil Part Two
* boss fight is very chancy
* +110%

Assault on the Aerie of the Slave Lords
* boss room
* +70%

Sorrowdusk Isle
* because of the walking mostly
* +35%

Restless Isles
* because of the walkups
* +60%

The Xorian Cipher
* annoying with few people or solo, champion tharak hounds can one shot squishies
* +30

Into the Deep
* flagging often separates groups or need to rerun side quests
* +40%

Black and Blue + The Newcomers
* relatively hard on epics and hard on squishies
* +40%

Chains of Flame
* walkup, quite long
* +80%

Tower of Frost
* long and mean
* +75%

Toxic Treatment
* long and very mean
* +70%

In The Flesh
* meanie
* +40%

Creeping Death + Curse the Sky
* lotsa hps
* +25%

Tethyamar pack
* crazy hitpoints bump, generally disconnect in difficulty
* +50%

Inspired Quarters I-II
* old content with some big hp scaling
* +40%

Terminal Delirium
* just very mean
* +60%

In the Demon's Den
* still mean as ever
* +40%

The Master Artificer
* really good content, neglected
* +200%

The Lord of Blades
* super raid, neglected
* +200%

Tower of Despair
* good raid, but old, and loot is less shiny
* +200%

Ascension Chamber
* just super chancy even with a good group at level, mario skillz
* +250%

Hound of Xoriat, Vision of Destruction
* almost always done over level
* +150%

The Dreaming Dark
* still quite challenging for new groups, lengthy with bad mario skillz
* +60%

asdfghhjkl
10-19-2018, 06:09 AM
You can cut the Sorrowdusk walking in half by using Dimension Door to go back to the quest entrances from the NPCs.

Lonnbeimnech
10-19-2018, 06:33 AM
You can cut the Restless Isles wilderness zone to almost nothing, by getting someone to share the quest with you, and then using the wildman guide/runetusk guide.

Aelonwy
10-19-2018, 07:33 AM
* long and mean

* long and very mean

* meanie

* just very mean

* still mean as ever


I don't agree 100% with your assessment however I've said some similar things about some of the quests. In fact the first time we played the Slavelord series full through, I turned to my hubby and said "these play out like a DM that wants a TPK (total party kill) so he can start a new campaign."

Some quests could use a 30-50% increase on XP just for the sheer length and time it takes to do everything. Its weird how the devs seem to want us to kill everything in the quest but XP per minute often awards better skipping as much as possible. I'm a Flower-sniffing casual so I really don't worry about XP per minute but I sure wish sometimes that the XP bonuses were higher for doing everything. Such as a 35% Conquest bonus, 25% ransack, etc. Unfortunately, the min-maxer crowd just aims at the quests with the least number of kills/breakables to get those bonuses so in the long run that probably wouldn't help much.

I think ToEE's bonus optional XP for numbers slain was a good idea. But I agree the base XP could use a bump. Slavers and Tethyamar too.

Cantor
10-19-2018, 07:58 AM
I don't agree 100% with your assessment however I've said some similar things about some of the quests. In fact the first time we played the Slavelord series full through, I turned to my hubby and said "these play out like a DM that wants a TPK (total party kill) so he can start a new campaign."

Some quests could use a 30-50% increase on XP just for the sheer length and time it takes to do everything. Its weird how the devs seem to want us to kill everything in the quest but XP per minute often awards better skipping as much as possible. I'm a Flower-sniffing casual so I really don't worry about XP per minute but I sure wish sometimes that the XP bonuses were higher for doing everything. Such as a 35% Conquest bonus, 25% ransack, etc. Unfortunately, the min-maxer crowd just aims at the quests with the least number of kills/breakables to get those bonuses so in the long run that probably wouldn't help much.

I think ToEE's bonus optional XP for numbers slain was a good idea. But I agree the base XP could use a bump. Slavers and Tethyamar too.

I agree. I'd like to see optionals off the main path get a big boost to xp. Stuff like von3 over rewards: kill something that's in your way anyway here take 2k xp heroic or 10k epic. Then other quests have optionals that take as long as the whole quest and give 30% of base xp, 30% sounds ok... but it's 30% of base when a BB run on elite or r1 is like 3.5-5 times base... then 30% looks like nothing.

Rather than adjusting base xp's on a lot of these long quests with many optionals, I'd like to see significant boosts in optional rewards. By rewards I also mean loot, I hate the new standard of only end chest has named loot (though maybe they have heard us here, a few named items have been showing up in side chests recently).

Loromir
10-19-2018, 08:00 AM
I stopped thinking of TOEE as a quest and started treating as a wilderness. And the bonus feature to this "wilderness" is that the slayers/Rares/explorers reset with each new instance. Another bonus is that the rare encounters can drop named loot. Another Bonus is the crafting collectables to upgrade your named loot. There is really no reason to run the quest to completion...unless you want that final xp bonus after spending the time killing all slayers, finding all explorer points and finding all rares.

Aelonwy
10-19-2018, 08:05 AM
I stopped thinking of TOEE as a quest and started treating as a wilderness. And the bonus feature to this "wilderness" is that the slayers/Rares/explorers reset with each new instance. Another bonus is that the rare encounters can drop named loot. Another Bonus is the crafting collectables to upgrade your named loot. There is really no reason to run the quest to completion...unless you want that final xp bonus after spending the time killing all slayers, finding all explorer points and finding all rares.

Huh. A Wilderness area that grants favor for completion. Well now looking at it that way, almost makes me wish there were a couple more quests like it at different level ranges. Lvl13/14 would be an ok place.

Robbenklopper
10-19-2018, 10:26 AM
I won´t complain about running any quest 1-30, 1st time Bonus + eBB + tome of gLearning + voice. That´s a true xp-feast.
Running Epic-quests 20-30 with even eTome of gLearning + voice is a more snail-like progress. Most of the quests reward in average a 30k without pot, what partially feels very low to their timeinvestment.
To not despair, i do all Sagas before ER, then boozing a 50s and start about 23 with 6h more fun.

Enoach
10-19-2018, 10:35 AM
While I agree there are quests that need to be looked at.

However, I don't think it is so much the base XP but optional XP completions

Optional XP that awards small xp to effort is a problem in some quests.

Such as quests where you free slaves that are all over the quest even in many optional places. It is disheartening to take the time to do this and get very little from it.

zehnvhex
10-19-2018, 11:04 AM
Not going to happen. They've stated they are okay with the XP values on new quests being hot garbage and are reluctant to go back and adjust old content as well.

MoT was hilarious honestly. They swore up and down the XP values were just placeholders. Then it went live with them. We complained even more and they 'boosted' them by like, 10% or so when it needed to be boosted by 80+%. And that's just to be on -par- with other quests at level.

If you factor in the added difficulty due to mob HP bloat (mobs in MoT have what, like 3k hp while similar mobs in Vale have like 900?) it was even more sad.

I think the most recent slap in the face was White Plume as well. I went from doing 3BC where the mobs have like, 120 hp to dealing with 400 hp trash mobs and 900 hp 'thematic' trash mobs. For about 1/2 the xp.

Last time I brought it up though I got kind of a snide response about "not everything can give spies level xp."

All I could think was...why not?

Chai
10-19-2018, 12:31 PM
Not going to happen. They've stated they are okay with the XP values on new quests being hot garbage and are reluctant to go back and adjust old content as well.

MoT was hilarious honestly. They swore up and down the XP values were just placeholders. Then it went live with them. We complained even more and they 'boosted' them by like, 10% or so when it needed to be boosted by 80+%. And that's just to be on -par- with other quests at level.

If you factor in the added difficulty due to mob HP bloat (mobs in MoT have what, like 3k hp while similar mobs in Vale have like 900?) it was even more sad.

I think the most recent slap in the face was White Plume as well. I went from doing 3BC where the mobs have like, 120 hp to dealing with 400 hp trash mobs and 900 hp 'thematic' trash mobs. For about 1/2 the xp.

Last time I brought it up though I got kind of a snide response about "not everything can give spies level xp."

All I could think was...why not?

Considering the way the game is monetized, their response is on point. Adding quests adds XP to the game that didnt otherwise exist, which makes it easier to once and done reincarnate. This doesnt incentivize players buying their way past the tougher points to grind through.

Shadrar
10-19-2018, 12:32 PM
The problem with Slave Lords Part 3 is that the end fight is only difficult on elite or higher, and other than the end fight it's not that long.

Quests like Terminal Delirium or In the Flesh, which are ridiculously out of place at all difficulties, should get a flat XP bump. But there's some quests that scale weirdly with difficulty.

I also don't agree with To Curse the Sky, that quest is relatively easy if you can pass the DR.

But for the most part, I agree. Certain quests (especially heroic raids) should get a substantial bump in XP.

I'm actually fine with having certain packs offer great XP and bad gear, and other packs offering bad XP and good gear (which I think is their strategy tbh), but if that's the case they need to do something about levels 18-20 because all of those quests are bad XP and bad gear.

droid327
10-19-2018, 01:05 PM
I disagree about some things - like slave lords - because you have to balance xp rewards against loot/crafting mats. They can't pump xp too high on quests you're gonna run over and over anyway. Mines of T are in the same category, though I think they still need an xp boost even with their good loot.

I think the benchmark should be about 1000 xp/min for high level heroic, for a full zerg clear (no DA). Optionals (true optionals, not "on the way" ones you do regardless) should also add 1000 xp for every extra minute they take. In epic the benchmark should be around 5000/min

The biggest single offender to me is DDTW. Id love to run that quest every day if it yielded ~50k xp for a ~10 min clear time (iirc)

Also would like to see Druids Deep 3/4 bumped a little since 1 and 2 are so juicy. Battle for ES. Basically I don't want to have to leave the village to grind my dailies, I guess I'm saying :D

Youre right about IQ/DD though. That line is horribly out of date XP wise, especially at that level. And you're especially right that quests with platforming parts need a big Mario bonus to xp!