View Full Version : Would you prefer to run or teleport to quest in wildness areas?
NemesisAlien
10-24-2022, 10:52 AM
Based on https://forums.ddo.com/forums/showthread.php/535229-Wilderness-areas-need-to-go which seems to be derailed, which method would you prefer?
Teleporters for all wildness areas to go straight to quest?
Or remove teleporters and run to quest?
Abilbo
10-24-2022, 11:01 AM
Based on https://forums.ddo.com/forums/showthread.php/535229-Wilderness-areas-need-to-go which seems to be derailed, which method would you prefer?
Teleporters for all wildness areas to go straight to quest?
Or remove teleporters and run to quest?
Teleport, because running through slayer areas kills any "timer" related buffs on your character. It doesn't matter if its ship buffs, exp pots, or any of the 50 or so elixers the game offers, that all count down while you are running to a quest.
Tyrande
10-24-2022, 11:14 AM
Teleport, because running through slayer areas kills any "timer" related buffs on your character. It doesn't matter if its ship buffs, exp pots, or any of the 50 or so elixers the game offers, that all count down while you are running to a quest.
Maybe the idea of having the Elixirs using up timers is incorrectly implemented. This causes a lot of rushing, yelling and hurrying up in messages and with lag, its not a good thing.
Maybe the experience elixir should work, say 50 quests or 50 raids or any combination of raids and quests.
i.e. Sovereign II experience elixir = 100 quests/raids, +50% regular xp, +50% reaper xp or 50 wilderness areas zone ins.
Sovereign I experience elixir = 50 quests/raids, +50% regular xp, +50% reaper xp, ...
Major II experience elixir = 100 quests/raids, +30% regular xp, +30% reaper xp.
Major experience elixir = 50 quests/raids, +30% regular xp, +30% reaper xp.
Greater ... +20% ... etc.
This also helps people with slower computers and slower internet and people in Europe and Asia not to rush through things.
Personally, I do not enjoy DDO being a rush this, rush that kind of game.
This also helps people that want to go sightseeing or riding through the wilderness to have a complete D&D feel.
C-Dog
10-24-2022, 11:30 AM
I don't believe that pure running over a long (and sometimes convoluted) path is practical, both for those running pots or for the population at large. The Red Fens end run is a bit of a chore, as is trying to find the path up to Flesh Factory each time, and there are worse. However, in D&D the "journey" to a quest is part of the game, and I can't begrudge DDO from keeping that tradition. If you're running a pot, then you simply have to take that into consideration.
I have no problem with the Gianthold mechanic of teleporting ~near~ the quests, altho' perhaps without the flag mechanic.
(To be honest, more annoying than flagging is that I constantly have to click multiple times through the dialogue to get to 3BC - "3BC? What is that?" - I've been there 5 times this life already, IC I should know what it is after the first time... :rolleyes::mad:)
Maybe the idea of having the Elixirs using up timers is incorrectly implemented. This causes a lot of rushing, yelling and hurrying up in messages and with lag, its not a good thing.
That's a really good suggestion.
Steeme
10-24-2022, 11:34 AM
Option to teleport
Option to explore wilderness
Done.
Edit: For clarity, all you need is to provide players the option to teleport, or to wilderness - and you're done.
cdbd3rd
10-24-2022, 12:08 PM
https://media2.giphy.com/media/Uni2jYCihB3fG/giphy.gif
[x] All Of The Above?
Enoach
10-24-2022, 12:21 PM
the issue I see is the answer is much more nuanced than the options above :)
Except for one of my friends, He is always lost with the kobold :)
Yamani
10-24-2022, 12:57 PM
Can I have an option to just play the game as intended?
archest
10-24-2022, 01:05 PM
I prefer to 1st time run to quest then have the option to teleport to a way point on the larger wilderness areas.
fey could use some way points.
Eantarus
10-24-2022, 01:18 PM
If this hasn't been mentioned it bares discussion:
Running through the slayer areas is completely pointless 90% of the time:
*The slayer area isn't at level(EG Sands)
*You've already done all the slayers
*or done enough that an extra 10-15 is meaningless
Eantarus
10-24-2022, 01:21 PM
Option to teleport
Option to explore wilderness
Done.
All we really need is both. That's why Ravenloft is the best expansion in DDO history.
Aelonwy
10-24-2022, 01:32 PM
All we really need is both. That's why Ravenloft is the best expansion in DDO history.
SO MUCH THIS^!
When I'm just doing a saga with hubby or a PuG before a TR I just want to teleport. When I'm in adventure mode doing optionals and taking the atmosphere I will run through the zone slaying away on MY OWN initiative. I do NOT need to be forced through a zone to sight-see or do explorers. Give me choices not ultimatums. Playstyle and play time varies with different goals, and more importantly when different things are going on in REAL LIFE.
LurkingVeteran
10-24-2022, 01:35 PM
There should be a "teleport to quest entry" button when you join a party, or even a teleport directly to party leader (penalties apply).
Yamani
10-24-2022, 01:39 PM
All we really need is both. That's why Ravenloft is the best expansion in DDO history.
Thats rather just an opinion. But lets see expansions with Teleports out in the wilderness: Stormhorns, Ravenloft, Sharn, Dread.
Heck only reason you didn't have to run the quests for ravenloft is because the wilderness is by far the largest one in the game(3x the previous largest iirc) and probably most of it is still untouched except for the slayer groups. Ravenloft was so good because of it's coherent story line and theme that kept close to the original work.
droid327
10-24-2022, 01:53 PM
"Wildness" areas >< Does Stormreach have a French Quarter? Lol
Summarizing my thoughts from the other thread...
- not RL style unless it's as huge as Barovia. There's something to actually seeing the game and the world it's in...instant teleport everywhere entirely abstracts the gameplay too much
- waypoints that you can unlock by reaching once, completing quests, or paying a few shards
- unlocks should persist through TR
- scale wilderness areas NHE so slayers are more worthwhile
- make the first 3-4 slayer objectives reset daily so you can re-run them like quests, especially for ETR train chars
Memnir
10-24-2022, 02:08 PM
https://i.imgur.com/zSZLJno.gif
leesun
10-24-2022, 02:31 PM
tbh I miss running VoD and HoX back in the day. imho running through the sub-T was half the fun. I considered it to be no different than pre-raid quests like with VoN5 or The Twilight Forge.
axel15810
10-24-2022, 03:27 PM
Maybe the idea of having the Elixirs using up timers is incorrectly implemented. This causes a lot of rushing, yelling and hurrying up in messages and with lag, its not a good thing.
Maybe the experience elixir should work, say 50 quests or 50 raids or any combination of raids and quests.
i.e. Sovereign II experience elixir = 100 quests/raids, +50% regular xp, +50% reaper xp or 50 wilderness areas zone ins.
Sovereign I experience elixir = 50 quests/raids, +50% regular xp, +50% reaper xp, ...
Major II experience elixir = 100 quests/raids, +30% regular xp, +30% reaper xp.
Major experience elixir = 50 quests/raids, +30% regular xp, +30% reaper xp.
Greater ... +20% ... etc.
This also helps people with slower computers and slower internet and people in Europe and Asia not to rush through things.
Personally, I do not enjoy DDO being a rush this, rush that kind of game.
This also helps people that want to go sightseeing or riding through the wilderness to have a complete D&D feel.
I've thought this myself for the longest time. It would be far better for any kind of pot to be based on an equivalent # of completions instead of a time bank. Time banks always promote rushing, picky grouping and gives weaker builds that can't zerg fast a far worse value for their DDO points. Not to mention it pigeon holes you into doing 1 thing. For example, if you drink an expensive XP pot you're essentially pigeon holed into only going after XP until it's expired. Because it counts down anywhere that isn't a public area, you're not going to, for example, help a guildie farm loot overlevel when it's going as it gets wasted. Or join a slow learning run of a raid. etc. etc. I'm sure there'd be some issues with this approach that would have to be figured out. But in general on paper I'd think it'd be a better system.
Wahnsinnig
10-24-2022, 03:47 PM
5 minutes runs through a wilderness area to get to a quest entrance is 5 minutes wasted.
Give us teleports like in Ravenloft now.
Bunker
10-24-2022, 07:25 PM
https://media.giphy.com/media/S86HEfuXAdaxooMOmH/giphy.gif
Sqrlmonger
10-24-2022, 07:32 PM
Can I have an option to just play the game as intended?
Whose intention? Sev? Steel? Lynn? A dev who left 5 years ago? 10 years ago?
And even then, their intention based on what? A decision that may or may not have been given serious consideration made while trying to meet a deadline?
I don't see a reason to assume these choices are anything more than haphazard choices made by numerous developers over the course of decades.
They certainly do not come across, to me at least, as a cohesive intention. And in any event hardly seem worth adhering to over the play preferences of modern players.
If choice is fine for some wilderness, it's fine for all of them.
Oxarhamar
10-24-2022, 11:40 PM
I prefer to 1st time run to quest then have the option to teleport to a way point on the larger wilderness areas.
fey could use some way points.
Except that’s mostly useless if it resets on TR since many quests are one & done
Ravenloft did teleport correctly
eightspoons
10-25-2022, 05:12 AM
I agree that TP is needed in a huge number of cases. The worst ones that come to mind are all of the many Menace of the Underdark areas. I only do these because I spend lots of time doing Epic TRs and all the sagas together are quite a hefty chunk of XP, so unlocks and flags matter. But:
King's Forest is just so huge, the one TP is about a 50 mile run away from the entrance, and it's only really useful to get to the Underdark a bit quicker - which is one of the most confusing areas ever. It has a TP near its single quest, but getting to it for the first time can be an utter nightmare if you're someone like me who always gets lost in the dark.
The Drow city ain't too bad, but can take some getting used to, and then there's the horror show that is the Demonweb. Again, not too bad once you're used to it - there's a specific easy path to the first quest that can be found depending on the instance (there are 3) and one of the quests can be reached just by jumping over the edge a few times - but if someone hops in a group and the wilderness has already reset there's the potential agony of trying to decipher the maze of paths before the first or second quest finishes.
Wheloon has unlockable waypoints from running the quests (or you can pay for the convenience). I hate when the sound effect that comes with the purple haze gets stuck looping over and over until logout. I make a point of going to the Storm Horns camps ahead of time to make things less tiresome there. What Goes Up from North is still a bit of a hike though. Those two areas can be a nuisance but at least there's something, and I don't find Storm Horns to be that bad.
Feywild kind of has a TP to the swamp now via the Court of the Wild Hunt, but I think Prince of Frost deserves to have a little Dimension Door to the general vicinity of his palace. Does he walk there all the time too? That run is just long enough, and the quests short enough, that someone running might not get there in time to join the quest. Especially if a stray Displacer Beast popping out of the ether or a Formorian attack for 0 damage dismounts them.
And Desert Sands. There are a couple of quests there I simply avoid playing outright just because the run is completely obnoxious.
Those are my personal gripes, for what it's worth, but I do think that it's all a barrier to grouping. Barriers to grouping are a bad thing.
I cynically assume that the length of the runs in many wildernesses is on purpose to make potions get used up quicker ...
Top-of-the-head thought;
Target location never visited:
Just outside quest entrance costs some Astral Shards (like Wheloon) or a lot of plat
Teleport point in Wilderness Area costs some plat
Target location has been visited:
Just outside quest entrance costs a lot of plat or some plat
Teleport point in Wilderness Area costs a bit of plat
Faction favor has hit a certain target and/or Saga has been completed
All Teleports are free (in case anyone is repeating quests to find particular loot or help other people out)
Exact prices vary by size of Wilderness Area and/or number of quests in area.
Obviously, exceptions will exist - I think it would be somewhat unfair on people who didn't want to run through something as large as the Ravenloft wilderness to expect them to pay AS.
Also, adds a bit of a plat sink to the game.
Maybe the idea of having the Elixirs using up timers is incorrectly implemented. This causes a lot of rushing, yelling and hurrying up in messages and with lag, its not a good thing.
Maybe the experience elixir should work, say 50 quests or 50 raids or any combination of raids and quests.
i.e. Sovereign II experience elixir = 100 quests/raids, +50% regular xp, +50% reaper xp or 50 wilderness areas zone ins.
Sovereign I experience elixir = 50 quests/raids, +50% regular xp, +50% reaper xp, ...
Major II experience elixir = 100 quests/raids, +30% regular xp, +30% reaper xp.
Major experience elixir = 50 quests/raids, +30% regular xp, +30% reaper xp.
Greater ... +20% ... etc.
This also helps people with slower computers and slower internet and people in Europe and Asia not to rush through things.
Personally, I do not enjoy DDO being a rush this, rush that kind of game.
This also helps people that want to go sightseeing or riding through the wilderness to have a complete D&D feel.
This would also help, I think.
Wizard1406
10-25-2022, 06:11 AM
Those are my personal gripes, for what it's worth, but I do think that it's all a barrier to grouping. Barriers to grouping are a bad thing.
I think this is the most important part. A low population game shouldn't have any extra barriers to grouping. Make a teleport popup when joining a group with someone already inside. Either that or Ravenloft style guides to all quests. No, that doesn't devalue wildernesses IMHO. You can still run them if you want to.
NemesisAlien
10-25-2022, 08:34 AM
https://media2.giphy.com/media/Uni2jYCihB3fG/giphy.gif
[x] All Of The Above?
Not that much if you filter out you know. ;)
axel15810
10-25-2022, 09:58 AM
I think the devs' approach on this topic has for the most part been the right one from a design perspective. Which is mixing it up with updates rather than going all teleport or all wilderness/immersion. I myself prefer the immersion that adventure areas bring, makes me feel like I'm actually adventuring rather than the feel I get from directly entering quests from public areas - and I want the runs to be meaningful which means giving me a reason to do them. So I wish every pack and expansion had them. And as long as it's taken into account when XP figures are determined I don't view it as wasted time on an XP/min basis either.
But I also get that many people just want to teleport, so it makes sense to offer that in some content as well. A variety is probably the right choice to best satisfy the most people. And there really aren't any long runs anymore anyway. Even in newer expansions that have them, like saltmarsh and isle of dread, they're all very easy short straight line runs (and isle of dread has teleporters that get you close, just not direct to each quest). The long or more complicated runs of Sands/Subterrane/House C/Wheloon etc. is something they've gone away from. Also, no non-expansion content has wilderness anymore unless they plug it into old zones, such as the lost gatekeepers pack. So even if you hate runs I don't see much to complain about here.
Onyxia2019
10-25-2022, 10:01 AM
Me personally, would choose to run sometimes and port others. I do not think it needs to be all or nothing but instead should be a player's choice.
With that said I strongly believe it should only be an option if you have been there at least once by running. This is not only to ensure new players have to go through the same long distant sprint we all have done but there are side quests that you only get from walk-ups. To the uninitiated they could miss out on these.
I would also like the option to run around, gather all the quests for an area. It all quests are turned into instant ports, like several quests in the game already, you would not be able to take all of them and then head out running from dungeon to dungeon. Think about the lost gatekeepers. There dungeons are not that far apart. I would prefer not to insta-port, run the quest, finish it, come back, turn it in and then go to the next quest giver.
Just my 2 cents, or 1/2 cent due to inflation these days.
ahpook
10-25-2022, 01:22 PM
Teleport to quest entrance would be great. Repeat runs where the quest giver can provide the quest panel (to avoid the pointless set up of the wilderness instance) would be an improvement.
If the teleport needs to be "earned" then make earning it dependent on finding the quest entrance in the wilderness (or all explorers or similar) and NOT running the quest once. That allows a player to focus on exploring the wilderness and then efficiently run the quests at later time once the quest locations have been discovered. Pointless explorer reruns are minimized.
StormKnight
10-25-2022, 01:52 PM
How about both in one form or other. But I think you should earn the location the first time running it.
Oxarhamar
10-25-2022, 03:47 PM
How about both in one form or other. But I think you should earn the location the first time running it.
This is fine unless it resets on TR then it’s not really a good solution
having run to quests hundreds of times to earn a teleport that is gone when you play the quest again
Another problem is that if you don’t know the way it doesn’t help if players are IP
I ran with a couple players unfamiliar with an area and one player who knew if very well not long ago
The player who knew the quests was running a 50% pot and was on full Zerg speed
I was waiting for and guiding the others to each quest while familiar player started in without us
It worked out ok everyone thanked me the players I guided and the player that was Zerging because they didn’t have to slow down running the clock on the pot
if I wasn’t guiding them they likely wouldn’t have stayed in the group long not finding the quests
Teleportation you o quest would solve this
yfernbottom
10-25-2022, 04:48 PM
Among the reasons that Ravenloft is so well liked it that is that (a) it has an absolutely fantastic wilderness area that is insanely fun to run around in, I do it just about every time I go through that level range and (b) you don't have to do it unless you want to.
DDO is 90% running up to a door, and that's how the quest starts. The wilderness areas add a lot to the game, but they also aren't part of the core DDO gameplay loop. I suspect that's why so many players dislike them. If this were LoTRO or any other number of MMOs where traipsing across the landscape is a core and expected part of the gameplay, no-one would mind them.
I love the wilderness areas of DDO. However I also like being able to decide for myself whether I want to engage with them during any given play session. There are some quest zones that I very rarely do simply because the wilderness is such a bear to navigate.
Eantarus
10-25-2022, 05:12 PM
I've thought this myself for the longest time. It would be far better for any kind of pot to be based on an equivalent # of completions instead of a time bank. Time banks always promote rushing, picky grouping and gives weaker builds that can't zerg fast a far worse value for their DDO points. Not to mention it pigeon holes you into doing 1 thing. For example, if you drink an expensive XP pot you're essentially pigeon holed into only going after XP until it's expired. Because it counts down anywhere that isn't a public area, you're not going to, for example, help a guildie farm loot overlevel when it's going as it gets wasted. Or join a slow learning run of a raid. etc. etc. I'm sure there'd be some issues with this approach that would have to be figured out. But in general on paper I'd think it'd be a better system.
It is definitely a better solution, I agree with everything you're saying.
Unfortunately the problem goes even deeper than that. I've talked to a few very long-time players about the gaming experience before XP portions were a thing, and invis-runs/haste/cc and run-type gameplay was a part of the game from the beginning. That is because DDO at its core rewards you for quest-completion, and ONLY completion(opts not withstanding).
Oxarhamar
10-25-2022, 06:19 PM
Among the reasons that Ravenloft is so well liked it that is that (a) it has an absolutely fantastic wilderness area that is insanely fun to run around in, I do it just about every time I go through that level range and (b) you don't have to do it unless you want to.
DDO is 90% running up to a door, and that's how the quest starts. The wilderness areas add a lot to the game, but they also aren't part of the core DDO gameplay loop. I suspect that's why so many players dislike them. If this were LoTRO or any other number of MMOs where traipsing across the landscape is a core and expected part of the gameplay, no-one would mind them.
I love the wilderness areas of DDO. However I also like being able to decide for myself whether I want to engage with them during any given play session. There are some quest zones that I very rarely do simply because the wilderness is such a bear to navigate.
Idk I’ve played a lot of MMOs and traveling across the landscape can easily become one of the most tedious aspects of the game especially when you have to do it repeatedly it’s not just a DDO problem
Eantarus
10-25-2022, 08:43 PM
How about both in one form or other. But I think you should earn the location the first time running it.
Having to "earn it" makes it pointless. People love RL so much because you don't have to earn it, you can just get taken to the quests. I never bother to run What Goes Up despite the insane XP because even with a mount it is so freaking boring to get to.
Nebless
10-25-2022, 09:09 PM
I have no problem with how 3BC or Ravenloft handle it and wouldn't mind seeing that in all wilderness area's.
Sometimes I'd use it and other times I WANT to kill stuff. They put XP goals in the wilderness area's for a reason and I've no reason not to take advantage of them.
No good option for me I say run the wilderness unless you have found all explorer points and or found all quest entrances then you can teleport
Oxarhamar
10-26-2022, 12:00 PM
No good option for me I say run the wilderness unless you have found all explorer points and or found all quest entrances then you can teleport
Once you’ve run to the quest entrance you don’t need a teleport
carsonfball
10-26-2022, 01:15 PM
Based on https://forums.ddo.com/forums/showthread.php/535229-Wilderness-areas-need-to-go which seems to be derailed, which method would you prefer?
Teleporters for all wildness areas to go straight to quest?
Or remove teleporters and run to quest?
I'd prefer the option for a teleporter to be added but not get rid of wildernesses entirely (as some are asking for). People who want to run through them to get to the quests, and everyone else can teleport directly there.
Another solution would be to clump all of the quests together and put them pretty close to the starting area (like Borderlands). It's a pain, IMHO, in wildernesses like Vale, Shavarath, and Isle of Dread to get to them all by running.
carsonfball
10-26-2022, 01:20 PM
There are some quest zones that I very rarely do simply because the wilderness is such a bear to navigate.
Same. Also, joining a group and having to run to a quest that's already in progress (especially in a large wilderness, or for new players that don't know their way around) is a hindrance to grouping.
Eantarus
10-26-2022, 01:35 PM
once you’ve run to the quest entrance you don’t need a teleport
this.
NemesisAlien
10-27-2022, 05:18 AM
Same. Also, joining a group and having to run to a quest that's already in progress (especially in a large wilderness, or for new players that don't know their way around) is a hindrance to grouping.
True, this one, but on the other hand it's the party fault also for starting early.
Bjond
10-27-2022, 05:55 AM
Teleporters [..] Or remove teleporters and run to quest?
Comparing my gut-reaction to running Sharn or RL quests versus Saltmarsh, I'd take Salt. It only takes 10~20s to move from quest to quest in Salt, but that little bit makes it feel more immersive.
There's definitely a fine line to it, though. KOB wilds are kinda decent for that 1st horse-feather grind, but the 2s hop from cave to cave is so artificially short that the little cave-valley is comic. It's like finding a sign in a forest ... "Monster Town Ahead, Have your Quest Tickets Ready!"
The absurdly long trek through King's Forest to the quests there goes too far the other way.
I'm ambivalent on the ones that are confusing to newbies, but actually ultra-short once you know the way; eg. Underdark and Demonweb.
drex81
10-27-2022, 06:42 AM
If I could run to a quest without getting swarmed by suicidal mobs that would be swell. If I were a raven I know the first thing I would think when I saw a flame elemental riding a unicorn is leeeeeroy, not hmmm maybe I should fly away in the opposite direction.
I want to get to the quest, not pretend I'm playing newcomers or black and blue on the way to quest. Plenty of space not on the paths to quests where you can place mobs for slayers.
salmag
10-27-2022, 07:14 AM
Why does no one mention Vale?
Oxarhamar
10-27-2022, 07:29 AM
True, this one, but on the other hand it's the party fault also for starting early.
Sure is but a party should not have to wait until fill to begin there is no telling if the group will fill or only a few will join
Teleportation would help late comers get to quest in time for completion & also help new players find quest
Wizard1406
10-27-2022, 08:18 AM
True, this one, but on the other hand it's the party fault also for starting early.
No, the days of 5 minutes to fill a party are long over. You start the quest immediately with LFM open. Since it could take forever to get 6 members. (high reaper at cap is exception, usually you wait for full or almost full party then).
If I could run to a quest without getting swarmed by suicidal mobs that would be swell. If I were a raven I know the first thing I would think when I saw a flame elemental riding a unicorn is leeeeeroy, not hmmm maybe I should fly away in the opposite direction.
Yeah makes little sense lore wise if heroic level wilderness mobs even aggro high level characters. Why is a CR 3 Cerulean hills bugbear charging at a legendary character?
yfernbottom
10-27-2022, 10:40 AM
There's definitely a fine line to it, though. KOB wilds are kinda decent for that 1st horse-feather grind, but the 2s hop from cave to cave is so artificially short that the little cave-valley is comic. It's like finding a sign in a forest ... "Monster Town Ahead, Have your Quest Tickets Ready!"
To be fair, it's an accurate reflection of the PnP module they based it on. They actually added more points of interest to the wilderness than I remember.
Tyrande
10-27-2022, 10:54 AM
Why does no one mention Vale?
Because Vale is a much easier run; also no epic and no legendary content. No cranks and nooks and all paths similar thing like in the Mechnectarun desert; and nothing compared to being lost in the woods like King's Forest or lost in the isles like Restless Isles.
Saekee
10-27-2022, 06:33 PM
tbh I miss running VoD and HoX back in the day. imho running through the sub-T was half the fun. I considered it to be no different than pre-raid quests like with VoN5 or The Twilight Forge.
I remember, very true
I wonder how much lag server-wide is created since horsed players have been racing through red dungeon alert wilderness settings?
How about: If you have a horse, teleport to entrance. If you do not have a horse, walk it or pay a guide
Finally, we need to let horses appear in quests too…and die in them…
Eantarus
10-27-2022, 07:22 PM
Finally, we need to let horses appear in quests too…and die in them…
We certainly get enough horses as quest loot we could afford to replace them.
Eantarus
10-27-2022, 07:23 PM
So the pole results are pretty definitive: 31 to 3 in favor of quest teleports. I would say the people who want them removed are clearly in a distinct minority.
NemesisAlien
10-28-2022, 12:07 AM
So the poll results are pretty definitive: 31 to 3 in favor of quest teleports. I would say the people who want them removed are clearly in a distinct minority.
60.38% out of 52 people, still hoping to break 3 digit, question is do we even have 3 digit people on the forum?
Wizard1406
10-28-2022, 04:44 AM
60.38% out of 52 people, still hoping to break 3 digit, question is do we even have 3 digit people on the forum?
If you ignore the answers that can't be counted pro or contra,
39 for teleports - 86%
6 don't mind running - 13%
Teleports would be very good for the grouping and being able to red-door all the quests. You'll notice quests deep in explorer zones or that have flagging get far less hits on the LFM.
Sylvado
10-28-2022, 07:26 AM
The vote seems to be for zero immersion. Why not just have a pull down menu of the quests when you login.
eightspoons
10-28-2022, 07:50 AM
The vote seems to be for zero immersion. Why not just have a pull down menu of the quests when you login.
XP and, to a lesser extent, slayer potions are inherently immersion breaking in that they actively encourage people to go as fast as possible. In this case wilderness quests involving long treks will likely be avoided by many for as long as those potions are active.
There's not always enough time to be 'immersed', and even if that's not the case immersion may be fine for the first couple of times. Not quite so much on the 20th/30th/40th etc.
Oxarhamar
10-28-2022, 08:36 AM
The vote seems to be for zero immersion. Why not just have a pull down menu of the quests when you login.
That would be awesome good idea
Slayers are immersive when I feel like slaying or looking for the explorer point to get the storyline
When I want to travel to a quest it’s just an extra loading screen one of the most anti immersive things in the game & a dash to quest
Septimus-Boldrei
10-28-2022, 10:08 AM
I would like finding the explore points of an an explore area to unlock Ravenloft style teleport to quest enterance. Once per character would be a lot better then once per life.
I feel this wouldn't detract from anything the devs wanted us to experience as part of quest chains while drastically helping those of us who's memory or sense of direction isn't 100%
The suggestions to alter XP potions to be X number of quests quest rather then on a timer definately get my vote too
Oxarhamar
10-28-2022, 10:18 AM
I would like finding the explore points of an an explore area to unlock Ravenloft style teleport to quest enterance. Once per character would be a lot better then once per life.
I feel this wouldn't detract from anything the devs wanted us to experience as part of quest chains while drastically helping those of us who's memory or sense of direction isn't 100%
The suggestions to alter XP potions to be X number of quests quest rather then on a timer definately get my vote too
Yeah once per server should be enough as far as an unlock oncce you’ve discovered all the points unlock the map and teleport would be fair it’s TR that makes unlocking teleport silly
X number of quest could go either way as some may be able to get more quests per hour than others but it would have the bonus of possibly encouraging more options to maximize each quest who knows if that will end u being an improvement or not as playtime is also a factor pushing faster completions
Another downside Having xp pots only count per quest would exclude slayers from pots and I don’t think it would really change players wanting to teleport to quests
Ravinloft still has the best travel design as far as quests go and the explorer is still great
GeneralDiomedes
10-28-2022, 12:54 PM
My feeling after reflection is they just did that for Ravenloft because it was so freakin' huge.
Oxarhamar
10-28-2022, 01:17 PM
My feeling after reflection is they just did that for Ravenloft because it was so freakin' huge.
While that may be true it’s still the one of the best if not best designed in game for grouping too many of these immersions are restrictions on grouping in other areas
Teleporters
Large slayer
Very little flagging
cdbd3rd
10-28-2022, 02:32 PM
Here's my take-away from the poll so far...
32+ people would like teleports to quests.
The rest would like to cross the explorer zones, and can do so even with teleports in place.
...so basically, everyone is good with bringing on the teleporters. ;)
Artos_Fabril
10-28-2022, 07:06 PM
Maybe the idea of having the Elixirs using up timers is incorrectly implemented. This causes a lot of rushing, yelling and hurrying up in messages and with lag, its not a good thing.
Maybe the experience elixir should work, say 50 quests or 50 raids or any combination of raids and quests.
This just shifts the incentive from XP/min to XP/quest * player's_patience_factor. It also increases the incentive to run reaper.
I would propose instead that XP elixers grant a total # of bonus xp, for instance:
Sovereign I: 50% bonus to next 1M XP earned (500K total bonus XP)
This introduces a different bias, of course, in making XP potions less valuable in epic/legendary content where the XP earned and required are both greater. I think that's still an improvement, as 1) there are more heroic lives to earn than epic and 2) epic XP availability is much higher. There is enough epic/legendary XP available to gain 3 EPLs per TR with minimal slayers or repeats, and 2 with no repeats, slayers or Saga banking.
Bjond
10-28-2022, 11:35 PM
Why does no one mention Vale?
Because I can airship-port past it to the town and thus there's no need for it to exist.
imho running through the sub-T was half the fun
I have a suspicion that most folks that haven't been playing for 5+ years do not know where or what the subterrane is. I've only been there once and that was by accident.
BTW, if port-unlocking is ever required, I'd hope it was permanent and not per-life. Per-life unlocking of any kind defeats the entire purpose of having them; locks enforce story sequence (spoiler protection). Once the player has experienced the story (including a wilderness trip if it's part of the story) in it's proper sequence, forcing repeated unlocks serves no purpose.
Wizard1406
10-29-2022, 04:05 AM
This just shifts the incentive from XP/min to XP/quest * player's_patience_factor. It also increases the incentive to run reaper.
I would propose instead that XP elixers grant a total # of bonus xp, for instance:
Sovereign I: 50% bonus to next 1M XP earned (500K total bonus XP)
This introduces a different bias, of course, in making XP potions less valuable in epic/legendary content where the XP earned and required are both greater. I think that's still an improvement, as 1) there are more heroic lives to earn than epic and 2) epic XP availability is much higher. There is enough epic/legendary XP available to gain 3 EPLs per TR with minimal slayers or repeats, and 2 with no repeats, slayers or Saga banking.
I have suggested this before, too.
Timed pots are poor for grouping, I found the DDO community chill and friendly in general. Pretty much the only time it gets a bit more tense is if some is "wasting" someone elses pot.
You could change it, so XP pots would give a static 50% bonus to the next x xp earned (kinda similar to the "rested mechanics" in other MMOs). X greater the higher the pot. Sagas would not use anything up, like now. And x would be a different value in epics, and again in legendary later when we get more than 2 levels.
However it is hard to balance and would require some intense dev calculations, so the super fast grinders don't get less xp than before and be upset and quit buying xp pots or even quit playing.
TitusOvid
10-29-2022, 04:52 AM
I want both. I enjoy wilderness areas but I want a quick tele to not waste the time of others. Simple as that.
No such option in the poll.
Cheers,
Titus.
eightspoons
10-29-2022, 09:11 AM
I want both. I enjoy wilderness areas but I want a quick tele to not waste the time of others. Simple as that.
No such option in the poll.
Cheers,
Titus.
I agree on that one, although I think the 'Teleport me to the quest immediately!' option pretty much implies this. After all, I wouldn't imagine wilderness areas would (or should) be just deleted just like that.
The option to have both really has no downsides. I'm not too sure on why some people are so gung-ho on not having TP ever in a game that is (supposed to be) based on grouping.
Aelonwy
10-29-2022, 10:18 AM
The vote seems to be for zero immersion. Why not just have a pull down menu of the quests when you login.
Look, I know you are being a little sarcastic here but I love immersion and I love wilderness zones. And I will spend time wandering around, seeing the sights, getting explorers and rares and filling in story if it has the little notes... at my leisure and on MY own volition. I, personally, feel like the people that want to force others into the wilderness zones by taking away the choice of quest teleports simply want to dictate how others play the game; especially those that can't seem to motivate themselves to do wilderness zones like RL without that force.
Maybe its because I come from a PnP background or a childhood where Choose-Your-Own-Adventure books were common but I will ALWAYS advocate for personal choice. Give me options NOT restrictions.
Oxarhamar
10-29-2022, 01:02 PM
Look, I know you are being a little sarcastic here but I love immersion and I love wilderness zones. And I will spend time wandering around, seeing the sights, getting explorers and rares and filling in story if it has the little notes... at my leisure and on MY own volition. I, personally, feel like the people that want to force others into the wilderness zones by taking away the choice of quest teleports simply want to dictate how others play the game; especially those that can't seem to motivate themselves to do wilderness zones like RL without that force.
Maybe its because I come from a PnP background or a childhood where Choose-Your-Own-Adventure books were common but I will ALWAYS advocate for personal choice. Give me options NOT restrictions.
+1
macubrae
10-29-2022, 08:18 PM
I prefer to teleport to quests but only after exploring the wilderness area. Once you have all the locations and you just want to farm something from a certain quest, I don't see the point in having to run there every time. I once completed the slayers in Red Fens trying to get the paladin helm to show on the end rewards list, just from running back and forth from the quest to the quest giver. Not cool.
Oxarhamar
10-29-2022, 09:16 PM
I prefer to teleport to quests but only after exploring the wilderness area. Once you have all the locations and you just want to farm something from a certain quest, I don't see the point in having to run there every time. I once completed the slayers in Red Fens trying to get the paladin helm to show on the end rewards list, just from running back and forth from the quest to the quest giver. Not cool.
Unlock is only a good method if it doesn't reset
songswrath
10-30-2022, 07:25 AM
All we really need is both. That's why Ravenloft is the best expansion in DDO history.
setup wise 100%. quest meh. next update they should add npc's for port options to all quests in all packs .Please no more revamping system's nobody asked for looking at you inbue/ hps revamp system.
NemesisAlien
10-31-2022, 01:49 AM
All we really need is both. That's why Ravenloft is the best expansion in DDO history.
Considering its one huge pack that fight undead not exactly, but setup wise yeah. Lag hill is arguable though.
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