Personally I believe you did a great job with the "City of Sharn" public area graphic design and music. Albeit I would have preferred to have been able to swim further out into the ocean...
![](https://i.imgur.com/1QjgYmb.jpg)
Now I'm a seasick sailor, on a ship of noise. I got my maps all backwards.
Perhaps it could have done with a few more crates or people wandering around on the seafront itself to make it look less barren (at ground level). Somehow it looked rather too pristine in places; not sea weathered or ancient.
![](https://i.imgur.com/A7yryKJ.jpg)
Manholes and enlightened towers, walking down imitation streets.
I did manage to get time to complete the four main preview quests and most of the "Cogs Explorer" quests.
Sharn Story Dungeons
A Sharn Welcome: the storyline was fine though there seemed to be a lack of decoration in the building itself. Of course the shadows and lighting weren't fully functioning, which didn't help with believability. The inside of building just looked like a badly painted stage set in most places.
I remember picking up Notes, and that's about all, it was a rather featureless quest. So it didn't leave a very good first impression. The dinosaurs were well animated and that was probably the best feature of the quest. :-)
Red Rain: the large yellow DM text, appearing on the centre of the screen vanished far too fast in places and replaced by another line... it was not just with this quest in the Sharn series either. :-/ We were meant to be reading clues, not absorbing "subliminal messages", etc.
I found the quest a bit too linear and repetitive, i.e. go down a corridor, find a corpse in plain sight and rummage through its belongings and report back; rinse, repeat. If you had somehow randomised the corpses more or items to interact with it would have been far better. I didn't feel like I was "helping an Inquisitor". If it were more like a mini 'Study in Sable' or even 'Good Intentions' it would have helped involve the player in the 'murder mystery'.
The Goblin where you could use dialogue and "Diplomacy" skills checks was bugged. I passed the "Diplomacy" check; so he and his (pacified) goons allowed me "safe passage". Albeit that resulted in; I could not advance within the quest. Until I went back and decided to "neutralise" him with a dagger to the throat.
Just Business: I don't think Casper really cared whatever you said to him with regards to outcome of the story... The Shadow play (shadow puppetry) with the silhouettes was a great feature although it did take quite a while to complete. I'd suspect after you had run the quests the umpteenth time it'd be like the pre-end-fight dialogue in: Lords of Dust, a little repetitive. :-)
I preferred the mostly outdoor design of this quest as it looked more natural in places. There were a few graphics glitches with the scenery but overall the map was mostly stitched together well. At first I thought the "Sleds" were acid pools - for whatever reason I hadn't seen them midair. So was avoiding stepping onto them. Perhaps because I don't have high resolution graphics running the sleds looked a little plastic. Though it was a fun feature and I'm sure nearly everyone will like them.
The kamikaze bats didn't seem to show much of an explosion, more of a fizzle... The Jibbers reference was good. Maybe with voice-over and music these quests might feel more plausible.
No Refund: I found it rather plain, possibly with some funky store music it would liven the quest up. The Artificers that were dressed; X-Uniform style, were fine. The store looked like it was an Ikea store. I suspect having the Crests was meant to make you explore the building though I am not a great fan of lugging Crests around. There seemed to be a lot of running around within spirals.
Overall: I wasn't that impressed with the four "Sharn Story Dungeons" perhaps with more work they'll greatly improve. The quest: Lost at Sea, in my opinion was a far superior experience than several of those dungeons.
The Cogs Explorer Dungeons
In my humble opinion the Cogs Explorer Dungeons, were far better designed and creative and generally much more fun to play through than the four main quests on preview.
Smash and Burn: I didn't get time to complete this quest but, I suspect, I had got half way through; I just easily kept unlocking doors and got as far as the column puzzle. I think the main problem I had was being able to see the gratings or noticing the grey buttons, etc. On my monitor the majority of the quest was very darkly lit and in shadow so it was slightly hard to see certain things. Though overall it looked interesting.
Ruinous Schemes: it was a rather (very) brief quest with mostly hack-and-slash mechanics. I managed to miss exploring a dungeon wing. Because the final room had a barrier that wouldn't drop after completion so I couldn't explore further. For what it was; it was short and sweet.
Roll Call: I liked the creative concept of the quest; it was rat in a maze. Albeit I didn't manage to complete the quest as it was taking far too long for me to find the final culprit, i.e. Student.
Note: I was officially diagnosed, with a fairly common cognitive disability when I was studying at University by an Educational Psychologist. One of the noticeable effects of my disability is I have a poor or faulty short-term memory and have trouble with sequencing.
I was doing pretty well at not getting too lost in the pipe work and fairly easily found all but the 'last student'. Due to my disability I don't tend to perform well in any DDO quests that have mazelike structure, e.g. the Crucible or even more simpler mazes, etc. So knew beforehand I'd get 'hopelessly lost' without a map with "markers".
Again, the dungeon was pretty darkly lit, and I know, I wanted to get to the central area... I did manage it and found a lever but I couldn't find how I actually got - leapt - there. I don't mean; I forgot or lost my bearings, I just could not physically see (due to darkness and shadow). It needed more torches or lighting.
So I didn't get to the Puzzle either but until that part of the quest; I was doing well considering my predicament. Maybe if the map had markers or the pipes sealed shut on completing a section I could have progressed better. Though I suspect, you are meant to backtrack through some of them to find the final Student?
If I had a Ball of string, and a flashlight, I'd probably perform much better in there. So I liked the concept; it is just a case of my disability (and no distinguishable map of the pipework) hindered me quite a bit. :D
Security Detail: I liked this quest quite a bit even though it wasn't that challenging for a security complex. The "red named" prototype automaton never actually activated for me. I'm not sure if that's an programming error, or not albeit I was still able to destroy it completely.
![](https://i.imgur.com/KjGX8qz.jpg)
The insects are huge!
I liked the "talking holograms" - reminded me of pull-string Action Man aka J.I. Joe - and the quest overall, but the last room looked a little rough regarding artistic polish.
I thoroughly enjoyed the "Cogs Explorer Dungeons" even though I didn't have time to complete two of them. Although I feel the main "Story" quests are still lacking in polish. :D
You had pipes and "exploding spiders", it reminded me of Thodin's malfunctioning "Bug bomb" he pulled from his fake eyeball. If you had a Sharn quest that involved both those two aspects in a quest you'd be onto a winner.
See "Bug bomb" in action: https://www.youtube.com/watch?v=eLkcV-D8hi0
![](https://i.imgur.com/rcllL0b.jpg )
In a stolen boat we'll float away...
Do we get to pirate and pilot that Ironclad in a Sharn quest? That'd be pretty cool if we could... We can manoeuvre "air sleds" within DDO, so I'm sure a moving ship (or that cargo crane hoist) wouldn't be much harder. ;-)
I haven't gone into great detail and just reiterated those issues that I found most memorable.