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  1. #1
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    Default What are the 30 greawtest quests in DDO?

    Recent discussion about a possible Halloween themed classic module for 2016 brought up a list Dungeon magazine did about the 30 greatest adventures of D&D. It got me to thinking what are the 30 greatest quests in DDO? Maybe if people listed their top 10 favorites we could compile the favorites? I'll kick off my favorites...(spoilers)

    10. Weapons Shipment - Anytime I finish a quest and exhale, and go whew, I knew it did the job. Wave after wave after wave of devils and their ilk. So many that I kept thinking, this HAS to be it, how much longer can we hold! Very thrilling.

    9. Caverns of Shaagh - The Seal of Shan to Kar is one of the great packs in this game. I like how Venn's note leads here and then this chain eventually leads all the way into epic play. This is the best of the pack and an assault on a whole Hobgoblin city is just spectacular. This quest really 'feel's like D&D. Some good optionals too. I wish the Portal Opens felt like this when you assault the Drow city. The best of the early hobgoblin dungeon crawls in my opinion.

    8. Rainbow in the Dark - Anytime you name your quest after a Dio song you get bonus points. I like the quest mechanic that prevents zerging. A challenging vareity of devils, some real dangerous trap points and it really forces teamwork. It is a long way to the first shrine so casters really have to conserve their mana. I like the platform jumping over the spikes and the elemental trap zones. A well designed, devious dungeon.

    7. In the Flesh - Yaulthoon is one of the best villians in DDO, certainly he has the best dialog (and funniest) "this is why we can't have nice things"!!!!! All the optionals are fairly wicked and challenging. The fashion show remains a highlight and is one of the best moments in all the quests. Final fight is very challenging.

    6. The Missing Party - Delera's is a great adventure pack and this is the best of the pack in my opinion. Very immersive and again feels like D&D. Lots of good optionals and you really feel the scale of the dungeon. Plus Gygax, RIP.

    5. The Vault of Night - I love adventures that make a party act like an actual group of cooperating adventurers. Some outstanding elements in here that require teamwork and cooperation. Good mix of traps, variety of enemies and a huge puzzle. Feels like the ultimate bank heist, which of course, it is. I like how there are bottlenecks which force groups to slow down (bridges, steam/fire vent, trap halls).

    4. The Chamber of Raiyum - Liches were always one of my favorite monsters in D&D and this really hits the spot for Tomb Raiding, Indiana Jones type of fun. Running thru this the other day there were spinning blade traps and a completely broken out floor. That is some serious Dr. Jones obstacle there. The winding halls really make you feel like you are in a Pyramid and the undead can really overwhelm single adventurers.

    3. The Shroud - I really like this raid. Arraetrikos is probably the best protaganist in the game. Tons of challenges and puzzles. A good variety in the type of fights. Most unique crafting system in the game in my opinion.

    2. Tempest Spine - I love this quest. The first time I played it, I felt for the first time that my character had arrived in the community was participating in something greater than my own goals. I like all the fights and the different parts you go thru. The water swim part is a good challenge!

    1. Haunted Halls of Eveningstar - By far the best example of a computer game playing like a D&D module. I like the directors commentary a ton. I like to listen to it while I wander the Halls and I usually find something new each time I am doing it. The closing comments by Ed Greenwood really sum things up where he says I hope you had fun and if you died, that you died well and that you want to run it again. Yes, yes yes!

  2. #2

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    #1 A Study in Sable

  3. #3
    Community Member Enderoc's Avatar
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    The quests that provide more story and personality stand out more than those that just are meant to barrel through. Luckily there is a lot of them.

  4. #4
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    #1 The Crucible, fun map and a good challenge until you really learn it well

    #2 Jungle of Khyber, just a fun mix of different monster types

    #3 Rainbow in the Dark, unique light mechanic

    #4 Chamber of Raiyum, cool map

    #5 The Shadow Crypt, unique maze mechanic to get to the end, tough end fight on elite for some classes (easy for others)

    #6 Enter the Kobold, knight maze and tough end fight on elite

    #7 Monastery of the Scorpion, cool ending that can be solved by puzzle or by brute force

    #8 Frame Work, a lot of freedom in this quest, you can zerg it in 3 minutes or explore the map and go on a minotaur slaughtering rampage for optional xp if you want

    #9 Tomb of the Shadow Knight, but only if I can do the traps.

    #10 Ghosts of Perdition, unique end fight

    Honorable mention for In the Flesh, interesting end fight, very difficult on elite if you are playing a build with low will saves.

  5. #5
    Community Member FuryFlash's Avatar
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    Quote Originally Posted by Marshal_Lannes View Post
    3. The Shroud - I really like this raid. Arraetrikos is probably the best protaganist in the game.
    Whose side are you on?!

    Quote Originally Posted by Aelonwy View Post
    I'm not saying TRing isn't optional but its kind of optional in the way that defeating the waves in Devil Assault are optional.
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  6. #6
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    I don't think I can put the quests on a rank. My 10 most favorite quests (without a specific order):

    1. Ascension Chamber. The planning and cooperation needed is simply insane. A good leader with a good party can make the raid go super smooth. And when something fails, there's margin for hero work (saving the day by soloing roids when noone expects it, managing to get into goggles just before portals went down to duo it since the runner(s) failed, raising the whole party after an inferno). It always feels good when you complete it.

    2. Crucible. Like the puzzles and love the swim. Some fights need some planning as well and not brute borce (like the fight over the maze or the fight at the end corridor).

    3. Tomb of the Tormented. It's nice. Each time I run it, my skills in rat guiding reach a new level. It's fun to be so efficient in guiding the rat.

    4. Shadow Crypt. Genius! Especially if it was actually random and not only 3 instances. If you needed to actually map the places you've been and figure your way in there, it would be truly awesome experience.

    5. Spinner of Shadows. It's not really that good, but it's always nice to see the spinner helpless at the center when the group does not expect her to (not many know how to handle her). If every group knew how to do it, I guess I would stop liking it so much.

    6. Hound of Xoriat. Awesome party work and planning needed. And it's truly a challenge to do it at level.

    7. Precious Cargo. Because the environment is awesome. If you could also use the canons on EE, it would be even better.

    8. What Goes Up. Because the scenery is amazing. And the fights do require tactics.

    9. Caught in the Web. Tactics required, leadership required, an epic conclusion to an epic storyline (not like the FoT one).

    10. The Pit. Because of mario skills required and some clever navigation.
    My main server is Khyber. Have toons in almost every server for favor purposes. The Faltouts

  7. #7

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    Well I misread it at first and came up with a list of 30 lol. So then I chiseled it down and now I don't feel like trying to take out any more. So here are my picks in no specific order...


    1. Gwylan's Stand
    2. Xorian Cipher
    3. Shroud
    4. Haunted Halls
    5. Crucible
    6. VON 1
    7. Study in Sable
    8. The Pit
    9. In the Belly of the Beast
    10. Genesis Point
    11. Stealer of Souls
    12. Subversion
    13. Against the Demon Queen
    14. Chamber of Raiyum
    15. Redwillow's Ruins
    16. Ascension Chamber

  8. #8
    Community Member Axeyu's Avatar
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    Top 10 is impossible!
    Here are some of the top 50:

    Crucible
    Xorian Cipher
    Stealer of Souls
    Von 3
    Relic
    Wizard King
    The Pit
    The Shroud
    The Claw of Vulkoor
    Shadow crypt
    Last edited by Axeyu; 11-22-2015 at 06:57 AM.

  9. #9
    Community Member Connman's Avatar
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    I am leaving out raids because they are a different animal.

    10.Through a mirror darkly.
    It has a cool mechanic, I like how you can be smart about it and be the ambusher if you know your way around. Hit all those action boosts and click that mirror!

    9.Bring me the head of Ghola Fan.
    Long. Long run there, with a long quest when you get there. You really need to manage your resources in this one. And if you are not ready, all that will be wasted time when Ghola Fan instakills you, oh and if you want the real loot, you better be able to find that secret door.

    8.CO6, while it is a chain not a single quest I like how you delve deeper and deeper into the temple, and just when you think you are done this guy tells you, "Oh just one more thing..."

    7.Tempest spine. It is a DDO classic. You have options as to how to deal with the varied challenges, more than one route to victory, and of course, plenty of chances to be a hero and play a good ol fashion game of marco polo.
    "Hey where are you?"
    "I am in a hallway!"
    "-.-"

    6. Dreams of insanity.
    I like a good straight run down a hallway from time to time. I like the rune clicking, and the fun little black balls, all sorts of good buffs in those And of course, beholders, many many respawning beholders. The end fight can be fast or slow depending on your jump skills, hope you have some jump skills.

    5. The tear of dhakaan.
    This is a classic dungeon crawl. You have lots of area to explore, underwater areas to get too, hoards of furrys to smash, I hate furries, and if you are in a rush you can ignore it all and ZERG!

    4. Mired in kobolds.
    Now this is how you are supposed to fight kobolds, by the hoard, you got caster kobolds, you got thrower kobolds you got fighter kobolds and you go a bunch of dead smoldering kobolds. Not to mention you get to fight not one, but TWO dragons.

    3. Gianthold TOR.
    Even though I hate fighting giants in this game it is all worth it. You get to fight not one, not two, but THREE dragons! You know when the main quest is done and you are looking around at the five other guys wondering whether or not anyone wants to do the dragons? Well I am that guy running straight for that lever.

    2. The Coalescence Chamber.
    This is my quest. If you are in the quest with me, your one and only goal is to get to the top of the main shaft before I do. I will even save my last haste clickie for the door. I learned how to jump in the quest, how to aim my jumps, how to avoid outcroppings and when NOT to jump.


    1. Sins of Attrition.
    While it has lost a lot of its oomph due to changes is game mechanics it is still my favorite quest. You have options to go down and check every hallway, or you can run the gauntlet to the end. It is complete with your choice of end boss and a good ol' fashion moral dilemma, just how bad do you need that last shrine.

    Some of my best memories came in this quest. I learned about AC in this quest, you either had 70+ AC or you took a backpack ride. I still hold a bit of gamer pride when, back in the day, I earned the title of "Mr. solo's elite sins because he can."
    Quote Originally Posted by Marshal_Lannes View Post
    Now you aren't a cookie cuttter, you are a character with unique gear and layouts and not everyone has the same mass produced epic ethereal bracers from the ghostly beholder factory.

  10. 11-22-2015, 04:21 AM


  11. #10

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    in no particular order:
    Claw of Vulkoor
    Blockade Buster
    Invaders!
    Study in Sable
    Haunted Halls
    The Crucible
    What Goes Up
    The Pit (I still need to be guided)
    Through a Mirror Darkly
    Rainbow--really all Vale quests


    Honorable mention:
    Offering of Blood
    Undermine/Siegebreaker
    Into the Deep
    The Tide Turns & Spies
    Gianthold Tor (Dragons!)
    Von 4
    Pharlian carnival chain
    acute delirium
    all Amrath quests (older ones)

    I have not bought the recent packs but will do so shortly


    Von 4 & Spies are excellent quests that probably no vet will list here since they are epic xp farmed to death
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  12. #11
    Community Member brian14's Avatar
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    In order of "what comes to my mind", so I guess really is in order of preference:

    Undermine
    Haunted Halls of Eveningstar
    Sorrowdusk chain
    Spinner of Shadows
    Rainbow in the Dark (I always play Dio's song on a loop when playing this quest)
    Mired in Kobolds
    All crystal-collecting challenges (fresh rat for kobold's family tonight!)
    Chamber of Coalescence (only when I know I have a lot of time to play)
    The Shroud
    Dr. Rushmore's Mansion
    "Beauty is in the eye of the beholder."

    "Of course it is. Are YOU going to question beholder's artistic sense?"

  13. #12
    Community Member FranOhmsford's Avatar
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    Usually I place Heroic Two Toed Tobias at #1 but that's because usually this list would be purely subjective and I love that quest - This time I'll be a little more objective and take into account more than just my own likes. Still that doesn't mean Crucible or G-Point will be getting on this list!

    1) Jungle of Khyber - Just Perfect in every way.

    2) Chains of Flame - I really don't understand why people don't like this quest - It's one of the strongest most PnP like quests in the game - It gives very good xp {though the xp/min isn't great because it is a long quest and does have that long run out to it} and it has both Heroic and Epic versions.

    3) Spies in the House - Epic Normal saved this quest from the scrapheap but I personally liked it before then - It was just too difficult to be run often on HE-BB or Epic pre MotU - Another fantastic quest...The XP on EN is just the icing on the cake.

    4) Heroic Legend of Two Toed Tobias - Oh come on....You knew it was going to be high up on my list - The Epic version is ok but nowhere near as good as the Heroic run.

    5) Tempest Spine - One of only two Raids I'll place on this list - It's simply too good to leave out!

    6) Tomb of the Shadow Knight - For Clerics this is without a doubt the best quest in the game {so long as you've got a Rogue Hireling with you}.

    7) Tomb of the Tormented - OK it's buggy and Champion Rats/Wolves hurt it but I'm still placing it high on the list.

    8) Purge the Fallen Shrine - Even back in the day when I was running this for the first time I loved it - Today I still do and only wish it had an Epic Version.

    9) Tear of Dhakaan - Is there anyone out there who doesn't like Tear?

    10) Gwylan's Stand - For a Rogue quite simply the best quest in the game!

    11) Tomb of the Shadow Guard - Necropolis for me is the Very Good and the Ugly {There's just no middle ground} and this gets placed in the first category - Possibly the most relaxing quest in the game.

    12) Relic of a Sovereign Past - Has a little something for everyone - Again a good PnP style quest - Would love an Epic version.

    13) Sacrifices - The quest that cemented my addiction to DDO.

    14) Partycrashers - The one saving grace of Carnival.

    15) Hound of Xoriat - My favourite two Raids both getting Epicced = Yay!

    Significant others:

    Misery's Peak, Redwillow's Ruins, Caverns of Korromar, Xorian Cypher, Stormcleave Outpost, Haywire Foundry, Hiding in Plain Sight, Prove Your Worth, Mired in Kobolds, Ritual Sacrifice, Prison of the Planes, The Shroud. Shan to Kor {Counting all three parts as one} and the entirety of Splinterskull.
    Last edited by FranOhmsford; 11-22-2015 at 11:57 AM.

  14. #13
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    In order, and not including Raids.

    10) Litany of the Dead

    This makes my top 10, even though the storyline of the Litany of the Dead chains no longer makes sense to new players. I like the boss fight (and Kai-Teng "Slayer of the Six Swords"'s randomly changing weaponary - it caught me unawares first time I played the quest and got vorpalled), and the optionals.

    It would be higher placed for me if a) the storyline was fixed outside of the quests, b) there were sufficient in-game information to answer the Dragon's riddle without needing spoilers/guessing answers based on alignments and c) flagging was less inane. I'd quite like an Epic version, too

    (Gianthold Tor is a similar structure, in that it is a short and easy quest followed by more challenging optionals. I prefer Litany, though)

    9) Haywire Foundry

    Very nice thematically, and our first introduction to Phineas's craziness (and Dal Quor-esque parasites). I like that the two wings are very different in structure, and the escape run as the foundry is self destructing is good fun. This was the first non-raid I played that had a lock-out, too (though one that is admittedly openable from inside).

    8) The Chamber of Raiyum

    Yes, it's massively overplayed due to having such great XP at Epic level, but the Chamber of Raiyum is a great catacomb trawl before it got overplayed. Collapsing floors, lots of mummies, false towers, tie-ins with the pre-quests of The Chambers of Kourosh and Rahmat, a secret sealed treasure vault, means to bypass the guardians of each tower if you have the right item, in-game hints for working out which tower is which (some based on Int, other free for all).

    7) Frame Work

    I really enjoy quests that can be played as a "kill 'em all and let God sort them out" or alternatively semi-stealthily, and Frame Work is the best example of this style of quest for me. I like that Dorris's response will vary on how you completed the quest, and even liked the slayer objectives not taking themselves too seriously (especially the "kill something else for a change" one).

    (Honourable mention to Blockade Buster, and Claw of Vulkoor, which offer similar choice in play)

    6) Caverns of Korromar

    A dig in ancient ruins that has gone horribly wrong? An unspeakable evil to discover? Accessing the sealed-off dig site via a sewer? Four dig sites to complete to unravel the picture and work out what is going on? This was the first quest I played that actually felt like a D&D adventure, and I still look forward to playing it every life. Threnal can't hold a torch to this...

    5) The Pit

    Not much to say about this one. It is long (if you don't know what you are doing - but you are given a guide on what to do as part of the quest, so no spoilers are needed), challenging at level, and contains a good mix of different things to do, even if mild Mario skills are needed in one or two places. Honourable mention to Spies in the House, which shares many of the same attributes (although not as long, immersive or in depth).

    4) Sins of Attrition

    In my opinion, the very best of the Amrath quests. A nice mix of traps and fighting, and side corridors to explore, plus a choice of bosses to fight at the end. No silly backtracking, or being forced to cover the entire level looking for a random hole-in-the-ground/portal. Honourable mention to Genesis Point (which has similar traits, but just feels more clunky to play through, and isn't really easy to work out without spoilers, there's just no hints/clues in game about how it all works).

    3) A Study in Sable

    A lovely, well-crafted and written adventure, and works even when repeated. This feels much more like D&D than most other quests (especially with Lucille's journal). The day/night mechanic, and wings of the manor opening up each session is a nice touch, as is the ability to destroy the pillars to weaken Lord Sable. I also liked Brothers of the Forge that came with the same update as this one, but A Study in Sable really stood out.

    2) The Haunted Halls of Eveningstar (Extended)

    The first and best of the classic modules added so far. Unlike ToEE, it never feels "empty", and isn't just a case of having a large mob in each room that you rush into, kill and move on. There's plenty to explore if you feel like it, some classic traps (like the false door). The secret doors are appropriately levelled so that you can find some with true seeing, but yet need an almost maxed out Rogue to find others. Finally, the optional fights are all quite different in nature, and - aside from the Mummy - have an interesting mechanic. Whilst the "original" mode is good, I prefer the extended, even if I have never been able to steal the Dragon's egg without the fight...

    1) Partycrashers

    My favourite quest in DDO (and better at Heroic than Epic), this was PurpleFooz designing at their best. I played this a dozen times before the novelty wore off. Whilst the initial run is linear (with some interesting trap mechanics), I liked the alternative route (via the Theatre), I like the various cameos by characters at the party, I like that the optionals affect the quest (to the extent that you can entirely skip the end boss fight), and the varying skill requirements to trigger them. I like the optional fight versus Inkrakos at the end, the hidden shrines that are toilet rolls in the restrooms, and so much else!

    (Honourable mentions:
    Tear of Dhakaan
    Gwylan's Stand
    Stormcleave Outpost
    The Xorian Cipher
    The Sane Asylum
    The Jungle of Khyber)

    Listing Raids separately:
    4) The Fall of Truth

    A surprisingly good arena bashdown. I much prefer this to The Reaver's Fate (certainly in part because the Mastermind puzzle at the end of RF is a one-person job whilst everyone else pikes). I'm quite partial to Mark of Death as well, it must be said (though it simply isn't as good a raid)

    3) Twilight Forge + The Titan Awakes (the pre-raid is much better than the actual raid)

    Sadly underplayed (I think I've run it only about 6 times ever), so very few actually know what to do in this raid and are content to let others run it for them, and is ultimately let down a little by The Titan Awakes (whilst it has an interesting game mechanic, it allows very little room for error, and it would be so much better if there was some role for the other 9 people in the raid rather than hanging off a ladder).

    2) The Lord of Blades

    Ultimately another arena bashdown, but with a great foe, and interesting phases, and bonuses for those who take the effort to bash down the boss multiple times (why oh why doesn't Mark of Death do anything when you take down Lady Vol?). The post-raid elemental bashdown optionals are ok, but I feel more could have been done with them - they are a little anticlimactic. The only thing I really dislike about this is the inane loot system that means you have to run it on different difficulties (read: easier difficulties) to get ingredients of all the types needed.

    Honourable mention to The Master Artificer, but this is the better raid of the two.

    1) Vault of Night + Plane of Night (ditto)

    The best raid in the game, hand's down, so long as you view Plane of Night as the boss fight that should have been at the end of Vault of Night... and so long as you have been paying attention to the plot of the VoN series up to that point. I do wish it was clearer in quest why we are throwing the Adamantine Coffer down the disposal chute though...

    Again, another raid that is lot better in Heroic than Epic.

  15. #14
    Community Member the_one_dwarfforged's Avatar
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    1) abbot: hands down the best quest in the game, by far. faltout is right when he mentions the "margin for hero work". this is pretty much the only quest in the game that i would say even remotely tests a players actual skill more than their investment into a character. every run can be different because the obstacles arent "beat down this red name hp bag", or "achieve this stat threshhold", but are instead "do this" and "do that". they involve interacting with the game world in a meaningful way, and even after youve mastered the puzzles, there is always the chance of failure if you make a mistake. earning loot from this quest is the best i have ever felt while playing this game. allowing cheese methods of solving tiles to exist is probably the greatest crime committed against ddo, not class imbalance or nerf x or buff y or synergy z.


    2) twilight forge: a pleasant balance of trash killing and team work and coordination. cheating the yellow puzzle with wings really sucks though.


    3) toee2: first off, i actually dont like this quest at all except for the end fight. however, i get some serious nostalgia which makes the nodes tolerable. also being a ranger with more skill points than you know what to do with (as in 23 ranks of swim) and having merfolks blessing allowing you to leave other players in your du...bubbles...is fun. what i like about this quest is the end fight. you have to be awake and on ee you will be punished if you are a gimp.


    4) tor dragons (not the main quest): just some good, fast, unadulterated dragon beatdown. and i like how each of the fights has a special mechanic which make being awake while playing useful.


    5) breaking the ranks: this is the right way to do assault quests, keep the waves coming and give players the option to skip break periods. also theres no irritating portals flashing, mobs teleporting, and minimal casters exhausting me.


    6) hh: great atmosphere, and i enjoy the boss fights. i think its a well set up quest in that there is plenty to explore, having a trapper is actually highly rewarding without being absolutely required, and that there is the option to, instead of exploring, go and fight a bunch of different and (used to be) tough bosses for an immediate chance at good btcoe loot without having to complete the quest or get a 20th list. i like the system of farming multiple bosses for different loot much better than farming a quest for loot.


    7) ddtw: i like killing dragons, and this one can hit pretty hard, and there are opportunities to demonstrate player skill/knowledge to make the fight less dangerous. fairly rewarding to solo at level, where there is a reasonable chance of failure for many builds and no way to recover.


    8) wgu: i like the end fight, its a good test of both dps and durability, and its just fun.


    9) botb: potential insta red alert + potential half dozen or so champion blademasters + paralytic injection = very fun at level.


    10) study in sable: its got a great atmosphere, and the endfight used to be kinda hard ish, good to have the occasional bad guy who isnt a pushover. and he has a special attack with a tell, a curiously rare thing in this game.


    11) proof is in the poison: one of my all time favorite quests, best experienced as a noob. its long, its dangerous, and the immersion factor is high. this used to be a quest where i really did forget about real life and was just focused on making it to the end of the dungeon.


    12) blown to bits: i dont even play the quest half the time, i just try to kill people.




    honorable mentions: cof, tomb of the tormented, deathwyrm, hox, ghola fan, slavers of the shrieking mines, hips, party crashers, gwylans, sorrowdusk, tod, cursed crypt, stk, crucible, inferno, reavers refuge, reavers refuge slayer areas, restless isles slayer area, epic gh slayer area, terminal delirium, tbf, mirror darkly.
    Last edited by the_one_dwarfforged; 11-22-2015 at 03:42 PM.

  16. #15
    The Hatchery Enoach's Avatar
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    I wish I could name my favorite quests, but it is just so hard to narrow it down. So many of them have rich story lines (One feature that I love and hope Turbine maintains as part of the throw back from its origins)

    But as I was reading through most of the responses and seeing some of the reasons why people liked quests I could not help but notice XP/MIN was not a primary or even secondary reason why people liked these quests (Hint Hint Devs)

    But I will admit that I do have a long love affair with Proof is in the Poison (Its a love hate relationship hehehe)

  17. #16
    Community Member BigErkyKid's Avatar
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    Framework:
    Challenge: When we were not so powerful the combination of knockdowns, casters and a lot of mobs could overwhelm you easily while not careful.
    Atmosphere: I like "open world" feeling quests and this one represents a village. It does make "some" sense, which is rare in DDO.
    Replay value: Again, an outlier. You could decide one day to go out of the way and check the opts (not that fun, but a change of pace), you can sneak, you can try to brute force. Options are good.

    Caverns of Korromar:
    Challenge: The first times you might not manage resources well, and it does have quite a lot of mobs.
    Atmosphere: I like the epic feeling. You start outside and make your way in, and progressively the story unveils. I could have used more variation between excavations and some randomness there would be cool.
    Replay value: Again, some randomness and possibility not to have to do all excavation towers would have been nice. Something like sending someone in to see what's in there as a scout before committing the party. But that is obviously unseen in DDO.

    Spinner of shadows
    Challenge: Not so long ago I remained somehow challenging to PUG. When the masses of hezrous spawned I have seen plenty of experience players die in the past.
    Atmosphere:Not the greatest, but it is honest in what it is so doesn't "fake" non linearity.
    Replay value: Could have used more variation in the spawns, but again in "bad" groups the big spawns of demons overwhelmed some parties. I liked the feeling that keeping the situation under control was only a bit away from crab hitting the fan. There was some room for strategy

    Schemes of the enemy
    The optional insanely hard fight. This is how face rolling a quest should end up always.

    What goes up
    Challenge: Unfortunately, not that much anymore. But it used to be a rite of passage.
    Atmosphere: Too linear.
    Replay value: the end fight is what makes the quest for me. Again, it can go wrong easily. I like that in principle all runs could be different depending on how well you handle it.

    Study in sable
    Challenge: Greatly diminished by now..
    Atmosphere: Unique. Replays are not so cool, but as a one time shot it was nice.
    Replay value: Again the end fight. I remember when it came out having to end up ranging on my melee monk because I couldn't stand against the boss. It was hard (at least for the PUGs) I played it in. Really hard fear inspiring boss.
    Last edited by BigErkyKid; 11-22-2015 at 04:12 PM.

  18. #17
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by Enoach View Post
    But as I was reading through most of the responses and seeing some of the reasons why people liked quests I could not help but notice XP/MIN was not a primary or even secondary reason why people liked these quests (Hint Hint Devs)
    Oh Jungle of Khyber wouldn't be anywhere near as popular as it is if it wasn't for the sheer amount of XP available from it in such a short time.

    Wiz King would be run just as much if it only gave 80k xp rather than the current 150k!

    Spies was pretty much universally hated pre MotU and EN making it a quest everyone wanted to do - The XP got people in there and now many more love it.

    Chains of Flame is a fantastic quest but it took the Devs giving it a massive XP buff to get people to run it more than once a life.

    If OoB gave the same XP on EN/EH/EE as Snitch, BoB or Tharashk Arena no-one would run it!

    If The Pit gave say equal XP to Stromvauld's Mine many of those that claim they love it would never run it!

    But I do notice Shadow Crypt hasn't been mentioned yet so you're right XP/Min certainly isn't everything - It doesn't make up for a bad quest!

  19. #18
    The Hatchery Enoach's Avatar
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    Quote Originally Posted by Isolani View Post
    ...#5 The Shadow Crypt, unique maze mechanic to get to the end, tough end fight on elite for some classes (easy for others)

    .
    Post #4 Fran

    Quote Originally Posted by FranOhmsford View Post
    Oh Jungle of Khyber wouldn't be anywhere near as popular as it is if it wasn't for the sheer amount of XP available from it in such a short time.

    Wiz King would be run just as much if it only gave 80k xp rather than the current 150k!

    Spies was pretty much universally hated pre MotU and EN making it a quest everyone wanted to do - The XP got people in there and now many more love it.

    Chains of Flame is a fantastic quest but it took the Devs giving it a massive XP buff to get people to run it more than once a life.

    If OoB gave the same XP on EN/EH/EE as Snitch, BoB or Tharashk Arena no-one would run it!

    If The Pit gave say equal XP to Stromvauld's Mine many of those that claim they love it would never run it!

    But I do notice Shadow Crypt hasn't been mentioned yet so you're right XP/Min certainly isn't everything - It doesn't make up for a bad quest!
    I was not talking about them being posted I was talking about the reasons people liked them. Very few mention like a quest because it has great XP/MIN. There are many reasons why people like the quest be it story, mechanics or its atmosphere/setting. A quest setup well will have a much broader appeal then a bunch of bad quests with tons of XP.

  20. #19
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    1. Haunted Halls
    2. In the Flesh
    3. Lord of Blades
    4. Partycrashers
    5. Study in Sable
    6. Undermine
    7. Framework
    8. Through a Mirror Darkly
    9. Rainbow in the Dark
    10. Shadow Crypt

  21. #20
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    None of the quests in DDO are more than a once-per-life for me, aside from when farming Epic Past Lives (when the XP/min of VON3/Spies/WizKing/VON5 is too tempting). I even suffer Acute Delirium once per life, most lives...

    Quote Originally Posted by FranOhmsford View Post
    Oh Jungle of Khyber wouldn't be anywhere near as popular as it is if it wasn't for the sheer amount of XP available from it in such a short time.
    If it were even on a par with other quests of similar length, I'd run it over many of them. I'd personally run 2 x Jungles of Khyber over one Chains of Flame, even if XP were equal.

    Quote Originally Posted by FranOhmsford View Post
    If The Pit gave say equal XP to Stromvauld's Mine many of those that claim they love it would never run it!
    Not at all. I'd run it if it had even a quarter of the current XP; not that rewards are what make a quest great, but it also happens to have the most favor of any other quest at that level, and is only eclipsed by Twilight Forge and some Epic quests.

    Quote Originally Posted by FranOhmsford View Post
    But I do notice Shadow Crypt hasn't been mentioned yet so you're right XP/Min certainly isn't everything - It doesn't make up for a bad quest!
    The Shadow Crypt has been mentioned in this thread.

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