The High Road has day/night cycles that affect rare spawns, as does King's Forest. The technology of the triggers exist, however it is likely a lot of work that would only lead people to simply reset instances until they got whatever cycle was favorable, unless they had static forced cycles like Study in Sable. I'd still like more of things like that, but I do hope they can do it in a way that would avoid having to reset a dozen times to be able to get a specific item - or if they don't bribe you with items/rewards to play both cycles, wasting time on content that would only be ignored.
Pinc Punch - Unarmed Monk (Uber Completionist) // Porc the Orc - Paladin // Thunderborn - Warlock // Imustbe Emo - PewPew Rogue // Aquamine Artifact - Crafting Artificer (shelved)
Really? I didn't know that: If that is true, it should be put into wiki page of the corresponding wilderness area, rares section.
I know that in Vale I had a problem with Rukili Bahena, Windlasher Harbinger on top of one of the trees.
Also, in Searing Heights, Hazai Haatha, Sulatar Conjurer was a real pain to get.
That was on two different servers so I suspect there has to be a reason for that.
So all wildernesses have this day/night swithcing mechanism (not counting those indoors or underground)?
It is a nice feature. But not necessary for all quests. In some areas there may be a logical reason why it is the same time of day at all times (for example assault quests if assault happens only during the day).
completed heroic elite of all pre-raid quests including Third Time's a Charm, Strike Back, Graveyard Shift, Records of the Past, but no named items dropping. is the loot drop so low?Any other comments or concerns you'd like us to know specifically?
Turaduum, Argonnessen
just did the pack on live
here's my 2 cents on it:
Dear dev's, if you're sad that no one is seeing your assets in search and rescue, you might wan to consider making it playable to more people instead of reusing them largely un altered in a different pack.
put some object on the walls, everything looks the same, especially in part 1&2
Do you guys ever play test your stuff with first life characters?
If so do you cheat and actually give them appropriate gear that the random loot generator simply does not give?
Many of the people in this thread are very skilled and experience players with an understanding of the mechanics of DDO that far surpasses my own, but they all seem to lack the perspective of a new or casual player approaching these quests for the first time with what little gear is available to the new player.
There are 12 difficulty levels above normal for those seeking additional challenge, could we please, for once, have quests that are designed for a reasonable (and by that I mean really high) success probability for a first life character with the mediocre gear the random loot gen engine provides?
Perhaps you just want to convince new and casual players to leave. If so, you're doing a bang up job.
did for 1st time on my main at lvl(normal, not normal +2) on r2 and... well, they're nice, not too hard (i mean, 1st time and only was close to death... 3 times? after the bridge fight due to traps, on zombie swarm+ele graveyard end fight and last quest end fight cause didn't clear all the irresistible otto spots so in 1 of the times i got gazed stepped in one... and had to use harper pin lol)
ppl should think that normal is ok for 1st timers, or ppl who know the quest but lack pl/gear for the dc/sr checks, expecting for a success always on 1st time on a 1st lifer, because it's called normal... i think it's not right
for example my spells were landing on drow succeeding in the SR check on a 4 but there're posts of some guy with a lvl 26 warlock 1st lifer who wasn't succeeding on elite, ofc he says it should be nerfed, i say he should reroll the toon if he's doing worse than a toon... 11 lvls lower?
1 thing is being 1st timer, 1st lifer, having bad build or bad gear or bad skills, but having altogether is... bad for asking game balance around these players
psykopeta is finally baconpletionist because there isn't anything to delay it more - thelanis, where the gimps claim to be pros and noobs claim to be pros, no newbies allowed(unless they claim to be pros), we have enough drama w/o them. PS: I post only in the latest thread shown in main page, in the weird case u want something from me, feel free to send pm
I personally thought it was harsh as well but fairly accurate. Developers do put a great deal of stock in what experienced players say when it comes to difficulty. Often your new or average players gets lost in a pile of testosterone fueled uber toons bent for reaper 5+ content. Asking that those speaking specifically of the quests difficulty take the difficulty of the content they are currently in and scale the determination by that. So if you run r10 normally in a team but you are solo so do r1 to test the waters its going to be a cake walk for most r10 geared toons. Before commenting at least run through your typical difficulty and take average character ability into account. I personally thought it was good a few of the fights were overpowered by overall good job. Could use a bit more npc interaction. The mobs in every hallway same old deal was disappointing.
The optional objective to find all the Mining Records is complete garbage. Seriously, there is only a CHANCE of the items spawning on the ground for you to find? Please sack the asinine dev who thought this idiocy that steals your chance of completing an objective "fun"