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  1. #21

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    /signed if you have been there once in some way--waypoint, teleporter, some dead gnoll guts you skateboard on
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  2. #22
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    Quote Originally Posted by Saekee View Post
    /signed if you have been there once in some way--waypoint, teleporter, some dead gnoll guts you skateboard on
    +1 for gnoll guts!

  3. #23
    Founder Krell's Avatar
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    Quote Originally Posted by Alled78 View Post
    I would really play more often this content if i can port to quests already done once.
    More people will do it.
    This would be nice. If it's a good idea to have teleporters in other explorer areas, than I would think the same logic would apply to the desert.

  4. #24
    Community Member Tricosene's Avatar
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    Quote Originally Posted by Saekee View Post
    some dead gnoll guts you skateboard on
    enquiring minds want to know more

  5. #25
    Bounty Hunter slarden's Avatar
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    A few years back they increased the xp in chains of flame to compensate for the travel time. I am not saying the teleport idea isn't good - I feel bad for people that don't know the way, but at least it's worth running for xp due to the increase they made.

    Best way to learn way is to run wilderness solo.
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  6. #26
    Community Member glmfw1's Avatar
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    Quote Originally Posted by walkin_dude View Post
    Just my $0.02, but I like the waypoint model like the ones in Stormhorns, where you can get closer to the place you want to go, and it doesn't require running the quest to be able to use it.

    I often run through and do explorers while I'm just puttering around, and later go back and run the quests. Waypoints are a nice little extra reward for spending a little time exploring.
    I like this option.
    Wildernesses can be fun to run around when you have just levelled up to the minimum level that lets you in to a new area, and are a good place to test out new abilities, so finding waypoints on the way is not a huge issue for anyone. Gianthold has them, Storm Horns has them, Wheloon has them (sort of).
    The run from waypoint to quest is shorter than wilderness entrance to quest, but you still have the feeling that the quest exists somewhere rather than just arriving at the door. Menechtarun contains a lot of landmarks that could be used as Waypoints that could get you closer to the quests without landing you right outside them - you could even have a waypoint-to-waypoint teleport available once you have found them all, that could speed up running the flagging quests without needing to exit the wilderness.
    Bettayne Brah'dukcc, Cleric of Lathander
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  7. #27
    Community Member Niminae's Avatar
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    Quote Originally Posted by Alled78 View Post
    I would really play more often this content if i can port to quests already done once.
    More people will do it.
    Quote Originally Posted by Dragavon View Post
    Yes, teleporting directly to quest entrance everywhere like in Ravenloft would be awesome


    Yes, more of this please. And back porting of good designs is still a good idea. Even though the content is dated it is still run and encouraging it to be run is a Good Thing™.

  8. #28
    Community Member Kutalp's Avatar
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    Hello.


    Actually a revamp for dimension door and Teleport at least for Conjuration school focus wizards would be nice. Two way dimension doors and extra spots for teleportation ability would be nice for specialised Wizards.

    Opens more doors for for these type of wizards and their place at teams other than Necro/Enchant/Evoker wizards.


    Have a nice time.

    (Ps: Oops Accidentially casted a necromancy spell I guess ?)
    Last edited by Kutalp; 04-17-2019 at 12:41 PM.

  9. #29
    Community Member bls904c2's Avatar
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    ....

  10. #30
    Community Member Chacka_DDO's Avatar
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    I really wonder where are the guys who tell you you should not make DDO too easy.
    I know DDO is not an open world MMO but especially the ways to a quest give you the feeling of some "realism" and that you actually move around in the world of Eberron.
    I'm not telling you I dont want such a quick and easy way to quests but it basically removes the meaning of an outdoor area at all when you can teleport to the entrance of the quests and skip the outdoor area almost completely.
    Such a change is questionable in my opinion.

  11. #31
    Community Member bls904c2's Avatar
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    Quote Originally Posted by Chacka_DDO View Post
    I really wonder where are the guys who tell you you should not make DDO too easy.
    I know DDO is not an open world MMO but especially the ways to a quest give you the feeling of some "realism" and that you actually move around in the world of Eberron.
    I'm not telling you I dont want such a quick and easy way to quests but it basically removes the meaning of an outdoor area at all when you can teleport to the entrance of the quests and skip the outdoor area almost completely.
    Such a change is questionable in my opinion.
    i know this a necro thread but really there is no point to wildernesses at all in this game. in other mmos they give you xp per kill not kill so many and get xp. quests give you xp on completion not xp for killing.

    if they gave a reason to explore or kill more mobs the quests would no longer be mad dash to end for completion, it would not be skip the beautiful landscape because the xp is a joke unless you have 2 pots going one slayer and one xp. we have farming of daily normal quests and daily r10 quests because they are the easiest way to get the xp you are searching for. the dombest thing they did in this game was tie xp earned to mile stones. its why LHOX, Amber temple got abused.

    if the best xp was killing everything in a quest or wilderness do you think there would be anything left standing in a quest do you think we would have any of these mind numbing dailies.

    but it would bring about spawn point farming an issue all to itself

  12. #32
    Community Member Kutalp's Avatar
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    Cool Bwhahah It lives !

    I am a returning premium player that restarted from scratch.


    I feel happy for the latest Eldricht knight pass for anyone who is interested in Arcane knight model allready. Cleric Domains is allready a success. Good job Developing team.


    Let me tell you a class name: Warlock... But also Arti-fusiliades, Monkchers and Epic destinies and tons of tricks that players do daily. There much more of these tricks and Power gaming allready.



    Why would empowering stat bonus for Bull's strength spell (or similar spells.Not potions) for a Transmuter or say a Globe of Invulnerability spell for an Abjurer, changed to a levelling aura with levels. Another example A Two-way Dimension door casting Conjurer aiding players when they scatter around the map to clear the npcs with hit and run tactics would change the balance at anything ? (Please also note that npcs like Bearde Devil,Orthons or Reapers and more can DD to you for eternity)



    Many things changed. Items and Npcs got extremely improved compared to 2010-12.



    By the way please lets do not compare non paid or paid classes. For each adventure pack, each shared account at server and more more players allready pay ( running for favor for eternity for points each server -really ? ) and we allready love to support the game and the developer team. The Developer team also develops wonderful things. So limiting a class over paid or non paid should not be even spoken of. (Telling this to humble players such as myself)



    I just wish Archemage subtype mages and those left out schools (Abjuration,Transmutation the most) and their shelved ,frozen in time spells got a usefull revamp to make the game even more colorful. By the way I am aware of newest lowest level and highest level spells at wizard book and I believe that is a very positive improvement and I hope new ones will follow.



    In the end every bit of it means happier and growing player base.
    Last edited by Kutalp; 04-16-2019 at 06:19 AM.

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