Introduction:
I like Wilderness Adventure Zones. I've run them a lot, and enjoy them. I make a point of getting all explorers, every life. Any life I'm not quickly TRing right after hitting 20, I also make a point of trying to get all rare encounters. I'd like to offer some observations and suggestions I've come up with.
(I haven't yet written up comments for ALL the wilderness areas, but I thought I'd post what I have so far to get the discussion started.)
The High Road
A nice change from the MotU stuff, as there's no Drow around! The area is attractive, though relatively small. There's a good variety of rare encounters, not all just straight combat.
The most noticable thing about the rare encounters here was their very high appearance rate. Too high, in my opionion. Getting all of them should not be a life-sucking drag, but it shouldn't be completely trivial either, and it currently is.
SUGGESTION: Lower rare encounter appearance rate.
The Demonweb
This is a visually unique area, and the random paths and random teleportation-upon-falling add a nice twist to trying to get anywhere specific. Overall a solid area.
Ssrssissschindlyrnnynsn
Hard to spell. Interesting thematically. No particular good or bad points for me. Solid area.
The Underdark
This place is huge! The multiple vertical levels are a nice twist, making navigation more challenging.
For someone like me who is obsessive about exploring every cranny of every wilderness, all of it is appreciated. However, I feel that most of this wilderness will be neglected by most players. May other wilderness areas have multiple quest entrances spread across them. Or have special loot in distant corners. Not here. Players will discover the Riz Malag portal once. They'll run from Riz Malag to In the Belly of the Beast if they want to run that quest, and that's it.
SUGGESTION: Provide more incentive for more players to see more of the Underdark.
The King's Forest
Another huge, sprawling area, and beautifully drawn. There's a good variety of different landforms, from mountains, to villages, to marshy areas to forest, plus a blighted area (ruined by the drow?). There are MANY (40!) rare encounters, and most of the rare encounters are not tied to a specific location, so which you might run into is a suprise every time.
However, the rare encounter appearance rate is painfully low. Out of 40 possible, across a huge map, many runs I saw only 1 or 2 appear. Though I have not been trying to rack up slayers count, I've managed to accumulate over 5000 anyway, while only getting 31 of the 40 rares.
Also, quite a few the rares are buggy. Some appear, but are unresponsive. Some seem to bug out part way through and become uncompletable. And since I've seen some many times, and others never, I can't even be too sure that all 40 can actually occur.
At least one of the rares only triggers at night, but the day/night cycle is painfully slow.
Scaling is crazy in here. Solo, I encounter groups of 2 drow. With 2-3 people in party, I encounter groups of 3 drow. With 5-6 people in party, I encounter groups of 8 drow. You might assume this is nice for the solo person. Well, certainly easier to survive, but MUCH harder to actually accumulate slayers. A full group of 6 players, who can split up to cover the map faster, will rack up kills at rates of 20+ times faster than a solo player, not the 6 times faster that would be fair. I haven't verified, but I'm assuming that the usual HP/damage scaling ALSO applies. Note to Turbine: DOUBLE-SCALING IS BAD. Scale mob numbers or mob difficulty, but not both, please!
SUGGESTION: Increase the rare encounter appearance rate.
SUGGESTION: Fix the buggy rare encounters. Make sure all the rare encounters can actually spawn.
SUGGESTION: Speed up the day/night cycle.
SUGGESTION: Reduce or elimiate the massive scaling in number of mobs appearing.
Artificer Workshops
This area is a raid area, and does not scale down for smaller groups, making it one of the more challenging wilderness areas in the game.
A fairly small area, thematically linked to the Manufactory, and containing the raid, The Master Artificer. It's very linear. To get to the raid, you pretty much have to clear the whole area. It is entered from the Manufactory, without the benefit of a quest entry dialog, which means you can't use a Reset button to reset the instance.
The fight against, not one, but TWO Titans is memorable, and quite tough solo or very short-manned. And a force field locks you in, and locks help out. Note that if someone ran ahead, triggered this fight, and died, everyone else would be unable to progress the instance.
The rare encounter rate is absurdly low. In about 40 runs, I saw 3 of the 4 rares once each, and 1 of them twice.
The rare encounters give loot, but only typical junk. By contrast, the rares in the easier Manufactory drop named loot items.
SUGGESTION: Signifigantly increase the rare encounter appearance rate.
SUGGESTION: In no player is left alive inside with the Titans, have the force barrier drop.
SUGGESTION: Include the usual quest entrance dialog, to allow use of the Reset button.
SUGGESTION: Have the rare encounters have some sort of better loot. This would be a good spot to introduce new loot (perhaps another Orb, or a Docent, or a named pet module/collar), or just the same named items as in the Manufactory, or small quantities of Khyber Binding fragments.
Research Facility
Another area very similar to the Artificer Workshops. Again, a raid area, and so, quite challenging.
Also, again a fairly small area, linked to the Manufactory, and very linear. It contains the raid The Lord of Blades, and to get to the raid, you pretty much have to clear the whole area. And again it is entered from the Manufactory, without the benefit of a quest entry dialog, which means you can't use a Reset button to reset the instance.
The rare encounter rate seems a bit low here, too, but not nearly as bad as in the Workshops. Again, the rares lack any meaningful loot.
SUGGESTION: Somewhat increase the rare encounter appearance rate.
SUGGESTION: Include the usual quest entrance dialog, to allow use of the Reset button.
SUGGESTION: Have the rare encounters have some sort of better loot. This would be a good spot to introduce new loot (perhaps a lower level Orb, or more Docents, or a named pet module/collar), or just the same named items as in the Manufactory, or small quantities of Khyber Binding fragments.
Cannith Manufactory
Our first indoor "wilderness" since The Waterworks, this is a nice change of pace. This is currently the only wilderness area that scales all the way from a solo player to a full raid party. However, despite directly linking to 2 areas with a maximum level of 25, this area is only maximum level 24.
It was also the first to use "journals" rather than simply walking across a particular location, which I like, as it's more interactive, and trickier to locate the journals. However, the implementation is less than perfect, as you nearly need to be standing right on top of a journal to select and use it. It's annoying to be able to see the journal right in front of you, and be unable to select it.
SUGGESTION: Make the maximum level for full XP be 25 rather than 24.
SUGGESTION: Allow journals to be selected ("Q") from much further away, and used ("E") from slightly further away. (This suggestion applies to all the wilderness areas that use the journal mechanic.)
Devil Battlefield (Shavarath)
Another solid area, the variety of foes and blasted landscape do justice to the idea of an eternal battleground between opposing armies.
The entrance to The Tower of Despair, which contains the raid of the same name, is located in this area. However, raid parties cannot enter this area.
SUGGESTION: Allow normal or raid parties to enter, similar to the Manufactory.
Subterrane, Central
Subterrane, East
This is where Xoriat has clearly taken over beneath Stormreach. There are some fun encounters that most players never see, because they only know the shortest direct path to the raid, The Hound of Xoriat. Unlike Central, there isn't really a capstone rare encounter that's always there, nor is there any loot worth mentioning.
SUGGESTION: Have the red-named beholder always appear with The Beholder Council, and give him some named items. A beholder would be the ideal mob to have an Orb, or even just some of the same named items as Garamol has.
Vale of Twilight
Reaver's Refuge
Orchard of the Macabre
Gianthold
Demon Sands
Restless Isles
Some people don't like this area, and I understand why: trying to navigate it is severely hampered by the lack of a map. (Well, there's sort of a map, but it's not helpful.) Other than the map, I rather like this area. It does a good mix of outdoor and underground. Interesting little things are tucked away off the beaten path.
Certain areas of the wilderness cannot even be accessed without special items from the quests located here. Social skills can be attempted, but always fail.
This wilderness also contains the The Mouth of the Volcano, where the raid The Twilight Forge is located. However, raid parties cannot enter this wilderness area.
SUGGESTION: FIX THE MAP!
SUGGESTION: Allow normal or raid parties to enter, similar to the Manufactory.
SUGGESTION: Allow high enough succesful social-skill use to convince the NPCs to help you (travel to quest-givers, open secret passages, etc.).
Ataraxia
Sorrowdusk Isle
Searing Heights
Three Barrel Cove (Thanks to FranOhmsford for reminding me I'd missed this one.)
The first really large wilderness area, this one is a lot of fun, containing various bands of pirates, wildlife, natives monstrous humanoids, and extraplanar creatures. The recent additions of some decent low-level named loot items was very welcome. Some of the quests in here are up to level 7.
SUGGESTION: Increase the maximum level for the wilderness to 9, to match the Bravery level of the highest-level quests here.
Tangleroot Gorge
The landforms here give some interest to this area over the more generic outdoors areas. A single quest entrance is located here, containing a chain of quests up to level 7.
SUGGESTION: Increase the maximum level for the wilderness to 9, to match the Bravery level of the highest-level quests here.
The Waterworks
The first indoor "wilderness", and the only wilderness without any explorer points. It is fairly linear (well, bi-linear), so traditional explorer points might not be appropriate. The rare encounters are interestingly difficult to locate and reach for newer players.
SUGGESTION: Implement some "journals", similar to the Manufactory, as an explorer option in The Waterworks.
Cerulean Hills
A fairly generic outdoor area, with a couple of level 3 quests in it. Note that level 5 characters may well want to run those quests, on Elite, for Bravery, but the current maximum level is only 4 for the wilderness.
SUGGESTION: Increase maximum level for this area from 4 to 5. (Thanks to FranOhmsford for this suggestion.)
Korthos Island