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  1. #1
    Community Member DasLurch's Avatar
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    Default Dear Dev's, a hopeful request...

    I remember before Mod 6 went live, that there was some questioning inside the community about how many new quests were going to be added in that module. My personal response to this was along the lines of "there is no way they would release a Mod this far behind schedule with only 5 new quests and a raid." To my suprise that is indeed what happened. I know I'm omitting the Vale explorer area, but that SHOULDN'T count, and doen't in my mind. The Vale did nothing really for a character that was already capped at 14 when it went live. The amount of XP gained from it was minimal at best. There was no favor awarded for taking the time to play in it. There is no named drops that come out of it. All that it really turned out to be is a rather pretty area to look at that has added very little to the game except a hazard while running to the 5 quests that were added in Mod 6. My hopeful request is that there will be more than the 1 new outdoor area, 2 new raids, and 3 low level quests added to the game with this new mod that we already know about. If that is the case, please do something about that in the next update. PLEASE!!! That would correct the (I'm sorry, but this really is the only word for it) ABSURD lack of new quests (especially high level ones in my mind) that have been added since April 2007, when Mod 4 went live (YES, Mod FOUR).

    If that is what we get when Mod 7 goes live, the quest breakdown between low (below the cap level) and high level (-1 at cap level or higher, which was 14 at the time) quests added, for those that care anyway. if you do not count the 2 high level raids and 1 pre-raid that few people still have access to, there have only been 9 (4 necro quests and 5 vale quests) other quests that were included since April 2007. To make that even more thinly added, there was a level cap bump 5 months ago. If you do wish to include the raids and pre-raid, you now have a total of 12 new high level quests added since April 2007. Compare that with the 2 quests from Ataraxia's, Proof is in the Poison, the 5 mid-ish level quests that were added with the necropolis, and the 3 new quests that we already know of in Mod 7 for a grand total of 11 since April 2007. Now the point I'm trying to emphasize is this, while the balance between low and high being added is pretty good, 25 "quests" (raids/quests and pre-raids counting the 2 new announced ones as well here) along with 4 new "so called content" outdoor areas (Vale, Ataraxia's, Searing Hieghts, and the new one in Mod 7) in over a year is a little bit underwhelming. For that total to include 3 different modules in it is dissappointing. This would then be an average of around 5 quests with each of the updates since Mod 4 (4.1, 4.2, Mod 5, Mod 6, and now Mod 7).

    I know that there have been many other little and not so little additions to this game over that time as well, but those additions were improvements to the game. They were not quests. Collectable/gem/ingredient bags, quivers, dragonmarks, the new "event-tech", and some new spells are nice. We all, or so I believe, enjoy these things. They are not quests though. Those additions are not the reason most of us are playing this game. I'd be willing to bet that the quests are why we still play this game. I appriciate that these were all "free updates" as well, but it seems that you may have spoiled us with the amount of new quests that were added with updates before Mod 4. I am sensing a need to return to spoiling us in that regard. I'm hoping that the few quests that have been announced for Mod 7 are not the end of the new content contained within the new mod, but this silence regarding the new module (especially from Turbine, sheesh be excited about your work and share some real details about it with the people that ALSO will be excited with you) is slowly pushing me towards the panic setting. So c'mon Dev's and give us some new quests!!! Please?
    Keris-20Rogue Rahm-19Fighter Bodi-18Bard Uke Lele-20Bard Willoughby-17Rogue Ivey-20Sorc Efric-20Ranger Glaude-20FvS Hania-20Cleric Crezida-16Sorc Gespar-20Wizard Yorgo-11Barb Yurric-16Monk

  2. #2
    Community Member
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    Default your wrong

    in mod 5 we got quite a few quests,
    those three new tomb quests to unlock the cursed crypt quest
    inferno of the damned
    ghost of peridition
    fleshmaker's laboratory
    desecrated temple of vol
    black mouselom (sry for my spelling)
    and the Abbot
    that was 10 NEW QUESTS! (plus a new area to explore for xp n loot)

  3. #3
    The Hatchery sirgog's Avatar
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    Default

    Quote Originally Posted by predator12 View Post
    in mod 5 we got quite a few quests,
    those three new tomb quests to unlock the cursed crypt quest
    inferno of the damned
    ghost of peridition
    fleshmaker's laboratory
    desecrated temple of vol
    black mouselom (sry for my spelling)
    and the Abbot
    that was 10 NEW QUESTS! (plus a new area to explore for xp n loot)
    It was 11 if you include the Tomb of the Tormented.

    The problem was that 5 of the quests were mid-level (the Litany of the Dead Series 3), and after the second week the Abbot was (almost) removed from the game. So you end up with 5 high-level quests (i.e. high enough level to challenge a capped character on elite), with the possibility of a 6th if the Abbot is significantly changed.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  4. #4
    Community Member DasLurch's Avatar
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    Default

    Quote Originally Posted by predator12 View Post
    in mod 5 we got quite a few quests,
    those three new tomb quests to unlock the cursed crypt quest
    inferno of the damned
    ghost of peridition
    fleshmaker's laboratory
    desecrated temple of vol
    black mouselom (sry for my spelling)
    and the Abbot
    that was 10 NEW QUESTS! (plus a new area to explore for xp n loot)
    No I wasn't wrong, just misunderstood it seems. I said that there was 5 mid-ish level quests, but only 4 high level quests and the pre-raid/raid. That said, thanks for reading anyway.
    Keris-20Rogue Rahm-19Fighter Bodi-18Bard Uke Lele-20Bard Willoughby-17Rogue Ivey-20Sorc Efric-20Ranger Glaude-20FvS Hania-20Cleric Crezida-16Sorc Gespar-20Wizard Yorgo-11Barb Yurric-16Monk

  5. #5

    Default

    To be honest, I'm still waiting to see the results of "employing more Devs" and of "less updates, but bigger one". To me, Module 7 doesn't that much bigger than Module 4 or 5...
    Neither was Module 6.
    DDOwiki.com, #1 source for DDO information.

  6. #6

    Default

    Quote Originally Posted by Borror0 View Post
    To be honest, I'm still waiting to see the results of "employing more Devs" and of "less updates, but bigger one". To me, Module 7 doesn't that much bigger than Module 4 or 5...
    Neither was Module 6.
    That has been my biggest complaint since Mod 6 came out..

    To me it is on the verge of lying... They promised more with the new release schedule but we have gotten less... and so far I have not seen a change in mod 7... but they could still surprise us.. Here is an example..

    For Mod 3 + mini mods when they raised the level cap, for about the same period of mod 6 we got 46 Spells
    For Mod 4 + mini mods when they raised the level cap, for about the same period of mod 6 we got 49 Spells
    For Mod 6 we got 17 or 18 spells.... What happened?... Why the huge difference?

    and That is not even including the lack of quests/enhancements/feats

    Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
    Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4

  7. #7

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    Quote Originally Posted by dragnmoon View Post
    That has been my biggest complaint since Mod 6 came out..
    I know what you're talking about.. seems we got much less, of about everything.

    For their defense, you could argue that they spent time and money into monks and crafting, for module 7 and the Shroud's crafting for Module 6. But if that's the case, it was a misplaced effort, at least it seems.

    Just a comment on your example, of the spells you mentioned, a few are bugged and are not fixed yet.
    DDOwiki.com, #1 source for DDO information.

  8. #8

    Default

    Quote Originally Posted by Borror0 View Post
    I know what you're talking about.. seems we got much less, of about everything.

    For their defense, you could argue that they spent time and money into monks and crafting, for module 7 and the Shroud's crafting for Module 6. But if that's the case, it was a misplaced effort, at least it seems.

    Just a comment on your example, of the spells you mentioned, a few are bugged and are not fixed yet.
    I find neither of those as excuses... I find it hard to believe that their whole development team went into crafting and the Monk... though I could be wrong..

    If it did.. they should have done it a long time ago.

    Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
    Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4

  9. #9
    Founder Tyrande's Avatar
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    Default

    I don't call putting efforts into crafting and monks a waste.

    With monk, you got all the quests that are currently in game *new quests*;
    since you are playing the whole thing in a new perspective if you are playing a *pure monk*.

    With Great Power Comes Great Responsibility

  10. #10
    Founder Tyrande's Avatar
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    Default

    There are probably hidden efforts like making the explorer areas,
    new monster AI tech, new dynamic areas behind the scenes,
    destroyable traps, placeable traps and druids they are thinking about.

    Either those or they were working on LOTRO mainly.

    For the past few weeks, I see the amount of subscribers increasing,
    not decreasing and a lot of people are anonymous due to the /tell spams.

    With Great Power Comes Great Responsibility

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