The Isle of Dread (U55) Preview 2 Wilderness
The Isle of Dread wilderness is pretty large, and annoyingly, it can take quite a bit of travelling time getting to the dungeon entrances. At this stage I don't know whether I like or dislike the wilderness. Climbing the four-legged living statue was a nice innovative approach.
Sinking like a stone up into mid-air.
I think this joyride was a big mistake.
Sleeping on a hollow log.
Are those clogs or platform shoes on your feet?
You tap the black wooden box soundly, and the imp inside informs you that he needs some more black paint if he's going to make any more iconographs...
The Isle of Dread (U55) Preview 2 Dungeons
The official OP forum post wasn't in the least bit helpful regarding the names of the Preview 2 quests. Neither was the Information NPC in the game, which erroneously mentioned four new quests for Preview 2. The DDO Developers' in-game calculations didn't add up either as can be seen: 4 + 5 + 4 + 1 = 14. Unless there has been a last minute change and there are going to be two raids, I was under the impression it was; 12 quests and 1 raid, i.e. (4 + 5 + 3 + 1) which totals: 13 quest items, not 14. :-/
Following on from my last critique on: The Isle of Dread (Preview 1), [Post #63], we now move onto: Preview 2. There had been five additional quests added since the last (Preview 1). It looked like most of these five quests were nearer to completion stage than some of the first four.
All Hail the King: in this quest we've got to track down a Tyrannosaurus along some gullies and bamboo thickets.
A stepping stone, a plant.
The atmosphere was reasonable, but the quest was rather linear and there wasn't much in the way of tracking the beast.
Shaking' the dead birds from the trees
It might have been more interesting; if you had to lure it into a huge cage or trick it into falling into holding pit for the final showdown. Or maybe if there were more than one path where the lizard could wander down - so it'd feel more like a hunt.
The Stone Crypt Chronicle: the quest had similar look to the Test Dojo canyon, with rickety rope ladders and crumbling ruins.
You put your bones on the bridge.
We are searching for a missing tome, which involved a lot of climbing stone blocks.
Do we want to lock the door and throw away the key?
For a "retrieve the crest" quest it wasn't too bad. I did get a little disoriented after I'd been crossing several ladders and also being turned around. One of the narrow rope bridges was problematic to step onto - it wasn't flush with the rock (anchor block). One of the Content Developers might want to fix that glitch, else people might get confused as to why they cannot step onto the bridge.
With my minion fingers working for some God.
Also the water (inner temple) was rather grey and murky and since the walls were also pale it was somewhat difficult to see the cracks (you could swim through) in the broken floors.
Spiders and Flies: this quest did have some good humour. Apparently the local Ettercaps have been capturing Pixies and taking them back to an old tree (flypaper). It's a 'rescue quest' where luckily there are far more pixies than you need to collect. The tree layout wasn't overly complex to explore and that was bonus.
These spider webs are my home now.
The sleeping spiders were a good feature; the use of that type of "Simon Says" puzzle was probably one of the best uses, I have seen for the entire game. That is, it was not actually mandatory, to progress... None of the more complex "Simon Says" really should have been used for: 'critical path' barriers. It can severely stress people that have cognitive disabilities; unwitting discrimination, against those individuals. In this case that specific puzzle type was aptly deployed. :-)
Neural pattern like a spider.
I'm a little disappointed that the "tropical birds" really were birds, and not actually some flying reptile. Albeit that foulmouthed squawking parrot: 'Show us yer knickers!' made up for that. ;-)
The Trouble with Tar pits: the Tar Tribe Ogres have been experimenting and making: Tar-Babies... I liked the journal entries albeit you probably would no longer read them after several runs.
Because the magic perfect second is about to arrive.
It was mostly a regular hack-and-slash with some added 'sticky pitch'. I'm surprised there were no flaming spheres or major explosions.
Whispers of Return: some local Turtle clan members have gone missing and have taken hostage. The local Kopru have some big plans and seem to be brainwashing the locals - for slave labour - to help them achieve their dastardly plans.
Screaming in my face, whisper in my ear.
The Kopru were quite talkative, and it appeared to be a fairly short easy quest.
I haven't gone into great detail and just reiterated those issues that I found most memorable.