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Merlin-ator
08-25-2012, 09:42 AM
It's almost always a hair-ripping experience trying to find a quest in an explorer area. If it's an older quest that you just got the pack for, you get called a noob and some even squelch you for it. I've been kicked out of 3 Necro 4 groups because I asked for a guide to the quests. If you join an IP group for a rarely run quest and can't find the way, the quest gets completed long before you even get close to it. I ran around Demon Sands for over an hour trying to find the pre-raid for ADQ until I finally gave up. Everything looks the same. It's even worse if you're squishy, you'll just keep dying on the way. Unless you're way over-level, you can't get there without an escort if you know where to go.

All of this wouldn't be so bad if the map would show the entrances after you find them and wouldn't wipe after logout. Even better, once you complete the quest one time, if the game would let you warp there instead of going to the explorer area, the problem could be fixed. These types of entrances are almost always incredibly irritating, the only exceptions are ones where the path is very linear (like the Cannith Manufactury) or when there are so many landmarks it's always easy to find your bearing (King's Forest).

I'm aware that people make good maps with all of the explorer points/rares on them, and I thank them. But you can't really tab out to them when running through an area full of things that want you dead.

cdbd3rd
08-25-2012, 09:53 AM
I'm aware that people make good maps with all of the explorer points/rares on them, and I thank them. But you can't really tab out to them when running through an area full of things that want you dead.

Those maps make great 8x10 glossies at your local photo print shop. ;)

(for personal use only, of course.)

Krelar
08-25-2012, 10:08 AM
All of this wouldn't be so bad if the map would show the entrances after you find them and wouldn't wipe after logout.

If you find all the explorer points the entire map is revealed permanently.

So if you don't know the area well yet go in solo for a while until you find them all, reference a map if you want/need too, then you will be able to see all the entrances when you need to find them later.

countfitz
08-25-2012, 10:18 AM
Please don't join IP groups if you can't get there.

Also, the maps unlock now once you do the explorers.Do them first if you don't know the map.

Also, DDO wiki.

Marcus-Hawkeye
08-25-2012, 10:19 AM
Actually, I prefer this "open world" concept instead of teleports and things like that. It feels more like D&D that way. I really miss the old MMOs I used to play that were seamless that way...

Maitland
08-25-2012, 10:21 AM
If you cant find the quest,dont join them..please put more quests in open areas.

samthedagger
08-25-2012, 10:29 AM
I love quests in explorer areas. Helps break up the monotony of the standard talk-to-npc-then-run-to-quest-start with a little action. I also love exploring explorer areas. Seriously, have you tried it? Most of them are great fun to explore around, earn a little XP, and some of them have phat lutes that drop. You also get experience fighting the types of monsters you are likely to see in the quests that are contained within the explorer area so you can practice quick ways of dispatching them. Before you even run a quest in a pack, you should either a) open an LFM for explorer/rare hunting or b) just explorer/rare hunt yourself. Even if your toon is suboptimal and not well-thought-out, you can do this easily on almost every explorer area at-level with a hireling if you need some help. Learn where the quests are at and how to get to them and by that point you are probably actually ready to run the quest.

Just because almost every quest in the Harbor has an NPC right outside the quest to give you the quest doesn't mean that is good game design. Things are that way early on to give you time to learn how to play the game.

Simplesimon1979
08-25-2012, 10:34 AM
Those maps make great 8x10 glossies at your local photo print shop. ;)

(for personal use only, of course.)

Yep. I have a DDO folder with every explorer map printed out. What good adventurer go out into world without a map.

DanteEnFuego
08-25-2012, 10:55 AM
I have to disagree with this idea. DQ1 is tricky the first couple of time, but the new All Explorers makes it easier. There are also maps with paths on the Wiki. I also love the GH walk-ups. Moar, please!

As a newb, I spent a LOT of time in explorer areas. I think it gives a newer play a chance to learn combat while allowing you to recall and reenter without penalty. Use this time to learn your way to the quests.

Note that there are some that get old running to (Chains of Flame), but that is another story.

I still have my map folder somewhere... Oh, and the iPad has a set too!

Talon_Moonshadow
08-25-2012, 11:08 AM
The problem is not where the quests entrances are located.

The problem is how players (fail to) adapt to this fact. :(





Edit: and I am not only talking about the new guy who cannot find his way. In fact, I hold the new guy to a much lower standard than the vets.

Jay203
08-25-2012, 11:50 AM
they're not so bad when you get to know the map better, which is why it's an explorer map. it's meant for you to explore and get to know the place

the demon web gets a bit annoying though, since there're 2 versions of the map and the way to get to quests are different >_>

licho
08-25-2012, 12:42 PM
The quest in wilneress is ok, more natural than great hub where in every basment is gateway to hell/koboldnest/boxes with hobgoblins...

You can solve the problem yourself in various way:
- print the maps for yourself
- AltTab wiki (im doing this alot)
- get the explorers, in most cases XP from slay + rare + explorer is not so bad.
- dont join IP groups if you dont know where the quest is (especially if they are "vet only" ones)

However im sorry that you got kicked for asking, this is not polite, unfortunetly devs cant stop players being jerks.

From the other side...
... i wish there will be the option "teleport to quest".

Just imagine:
1. Player A go for the quest and set it public.
2. Player B click the LFM
3a. The game master tells PLayer B that he has not picked quest.
3b. Gamemaster ask player B if he want to get the quest, and share it. (so the game itself share the quest)
3c. Gamemaster ask player B if he want to be teleported into the quest (and does so)
Player A in this time just, and dont need to do anything exept maybe saying hi to new player.

Its totaly vanity request, however kinda cool and making game even easier for newcomers.

mwgarn
08-25-2012, 01:06 PM
I have mixed feelings on this, I like the fact that there are quests out in the explorer areas ot makes sence, however I hate large and confusing explorer areas that make it hard to find the quests... Gianthold at least has teleporters, Sands is horrible to get to a few specific quests, and the three new explorers are just plain silly, I won't rerun any of the quests in the new area cept the one Im trying to get the trinket from and I've only managed to make it to that quest twice due to how long it takes me to make it through the ridiculous explorer areas

dterror
08-25-2012, 02:02 PM
MORE quests in explorer areas.

As has been said by several others in this thread already:
If you don't know the way to a quest, DON'T JOIN ONE IP

If you need a guide to the quest, say so RIGHT AWAY while the group is forming. I have no problem myself leading people who don't know the area to the quest entrance...and if you get squelched / kicked from a group for saying you need a guide then it's probably a group of elitist, zerg punks who you wouldn't want to run with anyway. Every pug I've joined or led, SOMEONE has volunteered to go lead people out to the quest as long as it wasn't IP already.

There are some really good maps available online for the older explorer areas, for all explorers prior to mod 9 (release date Sept 2009). The newer explorer maps can be found on the wiki, but aren't as good as the ones found at http://forums.ddo.com/showthread.php?t=99331

Tshober
08-25-2012, 02:34 PM
Like many in the thread, I am also a fan of quests in the explorer areas. My advice is similar as well, go in solo and explore the explorer areas before you join a party for the quests.

/not signed

Kmnh
08-25-2012, 02:39 PM
I wouldn't mind the quests in explorer areas if there was a "teleport to entrance" button on the quest journal.

Exploring to find a quest once is OK. Doing it 20+ times until that stupid +3 insightful stat armor you are looking for drops is horrible.

CaptainSpacePony
08-25-2012, 02:43 PM
Like many in the thread, I am also a fan of quests in the explorer areas. My advice is similar as well, go in solo and explore the explorer areas before you join a party for the quests.

/not signed

or put up an LFM asking for an escort through an explorer area. I see these pop up occassionally and am very happy to join up (if I have an appropriate level character) and play tour guide.

Personally, I think it's is flavorful and fun for quests to be in EAs.

Lagin
08-25-2012, 02:50 PM
/ not signed.

1) print out maps for reference w/out tabbing over to desktop or browser.

2) Use lfm text option.

3) Don't be afraid or intimidated to ask for help.

4) It is a basic design element to the game, and should in no way be changed.

;):cool:

voxson5
08-25-2012, 03:57 PM
Also OP, mobs in explorer areas are considerably easier that what you will find in their associated quests.

If you are having trouble surviving in just the explorer trying to get to a quest, there are a few things you may want to address.

If you need help, just ask. There are a lot of resources available. There is even a sands map with the paths drawn on!

Eighnuss
08-25-2012, 04:08 PM
Games like Zelda, DDO, GTA, Borderlands, and so on give you a world between objectives, because half of the fun and immersion is in that journey. I appreciate the explorer areas and believe you should too.

Drekisen
08-25-2012, 04:11 PM
/unsigned

in fact I wish they would find a way to put all the quest entrances in explorer areas...I'm at least glad that most of the newer ones are.

Wilderness zones rock...perhaps stop and try to actually enjoy and play the game instead of zerging to cap...AGAIN!

phillymiket
08-25-2012, 04:24 PM
The reason you got booted from the Necro 4 quests is because the group was most likely farming.

In other words, not going back for rewards but just running the quest over and over for XP.

They are sacrificing loot for XP/minute. To go back and bring you to the quest would defeat their purpose of speed.

Not all quests are that way. You will learn whicj ones get farmed and probably farm them yourself.

I feel for OP.

Some areas like Giantohold and the Sands are very hard to learn,

I used to see an LFM for a quest I wanted to run then wiki the location then try to get there before I hit the LFM so I wouldnt be lost in party only to have the party fill.

It sucked but I learned the locations.

Just keep trying. You'll get it.

Don't hate the Vet farmers.

They just have a different priority then you do now.

Your priorities will change over time as well.

Good luck.
.

Brennie
08-25-2012, 04:27 PM
I wouldn't mind the quests in explorer areas if there was a "teleport to entrance" button on the quest journal.

Exploring to find a quest once is OK. Doing it 20+ times until that stupid +3 insightful stat armor you are looking for drops is horrible.

This.

I agree with the OPs sentiment, but not his reasons.

How many people running eADQ1 say "Oh yay, i get to explore the Desert while finding my way to the quest!"? None. Because its a long pointless run that serves no frakking purpose other than to take more time until you can complete the raid.

How much fun is it getting to VoD or Hound the umpteenth time running this raid, only to have someone fall off, get lost, or leave group? (This is a special case though - Hound and VoD are short, i think on purpose, because getting to them if "Half the journey", so to speak).

When was the last time you felt the stupidly long run from quest to quest giver, back to quest, constantly retreading ground over and over again was ever a well thought out idea that only adds to player enjoyment in places like Three Barrel Cove or Sorrowdusk?

Explorer zones are fun. Running around smelling the flowers, finding the explorers, hunting down rares... these are all very interesting and fun things to do. However, none of these objectives mesh well with Acquire Quest -> Get To Quest -> Complete Quest. They simply throw usually very weak annoyances at you before getting to "the good stuff", are an excersize in frusteration for guiding PUG-mates, and drain resources before you even set foot in the door (I loathe any explorer zone that doesn't have shrines near or right inside quest entrances. I'm looking at you Cannith Manufactory!)

Quest in Explorer Zones: From the perspective of "Atmosphere", I'm totally for it. From the perspective of gameplay enjoyment, Turbine needs to look at Tangleroot Gorge, Tower of Despair and Gianthold, and institute more "Explore it once, option to skip directly to the quest every other time" explorer zones. Because exploring Explorer Zones should be optional, something people do while soloing, in their free time, or if they just feel in an explorey kind of mood, NOT when they are just trying to get a bloody quest done for the billionth time!

Therrias
08-25-2012, 08:03 PM
http://ddowiki.com/page/Maps

Shadow7375
08-25-2012, 08:30 PM
Having an invisibility clicky also helps a lot while running to quests that are in an explorer area.

And like others said, take some time and explore, learn where quests are in that particular area, use wiki maps and after some time you will have no troubles getting to said quests.

Memnir
08-25-2012, 08:38 PM
Nah.
Having quests in IZs is part of the fun, imho. And it makes the game-world (and by extension, the game itself) more interesting, complete, and compelling.

Machination
08-25-2012, 09:12 PM
Quests being in adventure/explorer areas is great. Here is what I would like to see removed from the equation:

At present it is: Guild ship [or teleport spell] ---> Harbor ---> Demonweb Expansion Area ---> Eveningstar Cavern ---> Eveningstar ---> King's Forest

Remove the completely useless red underlined text and give us: Guild ship [or teleport spell]--->Eveningstar ---> King's Forest

Please, do not mention the worthless Key to Eveningstar, the one that takes 20 seconds to activate (if you move during that time it kills it for an hour), takes an hour to work again, and takes up valuable inventory space. Do us a big favor and put Evening star in the teleport option list from spells and guild ship teleporters..........please

sirgog
08-25-2012, 10:00 PM
Running to quests is boring as the run in has to cater to people running Casual difficulty and so is usually about as tough as Casual.

If your group is solid enough to even attempt Hard (let alone Elite), the run in is downright pointless and really little different to forcing people to run Waterworks again every time they want to run Tear of Dhakaan.

As for the MOTU explorers (which are on par with Normal quests instead of Casual), well I somewhat pity people that would want to run the quests on Casual but find that getting to them is harder than the quest itself.


Oh and on immersion - there is absolutely no immersion in sprinting to Running with the Devils, having 20 mobs chasing behind you, only for none of them to follow you in to the Eladrin Stronghold. That's much more of an immersion breaker than teleporting to the quest would be.

HungarianRhapsody
08-25-2012, 10:09 PM
I like having quests in an explorer area. The Vale is a great area with lots of fun stuff in it. The Desert is great. The Orchard is fantastic. The King's Forest is not. Because most every part (aside from the very far north and the area right next to the Underdark) looks like most every other part of the King's Forest, it ends up confusing and irritating to get to the two quests that aren't the kill-priestess-and-rescue-hostages quest. With no landmarks, it's very easy to just run right past the quest and not realize it.

I like the Drow city of Slytherin and I like the Underdark. The semi-random bridges in the Demonweb are irritating, but at least you can find your way around in there once you know the landmarks.

Talias006
08-25-2012, 10:27 PM
You know that you can link ddowiki to your MyDDO, right?

It's saved my bacon much over the course of the year that I figured that out.

Of course, the way that explorer maps work now is SO much easier if I just pound out the explorers.
Which, if I'm having trouble remembering them all, my link to ddowiki comes in handy yet again.

There's more than one way to flense a quadrupedal feline.

Theolin
08-25-2012, 10:46 PM
So, to all of those saying I like explorer areas & want more quests in them ......

How many of you actually explore on the way to the quest, or even kill one mob on the way.... especially the 347th time? ....


I think it is just a waste of time, I would rather just have the entrance there and not have to run for 2-7 minutes to get to a quest with mobs that are about as dangerous as a blade of grass and might give you a grass cut (about as bad as a paper cut), well if I were to actually bother to slow down or even notice any of them on my way to the quest.

Saravis
08-25-2012, 11:11 PM
How many of you actually explore on the way to the quest, or even kill one mob on the way.... especially the 347th time? ....


*Raises hand*
I do

While I won't hit explorers that are out of the way, I'll hit whatever is on the way.
Quests that are in wilderness areas are a great way to help make progress in those wilderness areas. I'd even go so far as to argue that the majority of progress in slayers are from players running to a quest, though that's purely an assumption on my part.

Tshober
08-25-2012, 11:13 PM
This.

I agree with the OPs sentiment, but not his reasons.

How many people running eADQ1 say "Oh yay, i get to explore the Desert while finding my way to the quest!"? None. Because its a long pointless run that serves no frakking purpose other than to take more time until you can complete the raid.

Long? Once you know the way, it takes all of 5 mins, and that's if you don't have haste. You will spend more time than that waiting for people to do ship buffs.

I have played several MMO's where travel time to the dungeons was a serious consideration. Trust me, DDO is not one of those. Not even close.

Talias006
08-26-2012, 01:28 AM
So, to all of those saying I like explorer areas & want more quests in them ......

How many of you actually explore on the way to the quest, or even kill one mob on the way.... especially the 347th time? ....

I make it a point to kill a few things in every explorer I go through (if the party I'm running to hasn't already cleared all conceivable ways to the entrance. :rolleyes:
).


Long? Once you know the way, it takes all of 5 mins, and that's if you don't have haste. You will spend more time than that waiting for people to do ship buffs.

I have played several MMO's where travel time to the dungeons was a serious consideration. Trust me, DDO is not one of those. Not even close.

If you hate the run to dungeons and raids, you would have HATED EverQuest.
(Not directing this to Tshober, but to Theolin)
And that's one of the "popular" MMO's I really enjoyed.
Up until Luclin came out. ;)

Lonnbeimnech
08-26-2012, 01:37 AM
The infamous Denxien put together many many video guides on how to get to various quests in explore areas.

http://www.youtube.com/user/Denxien

enjoy.

V_mad_jester_V
08-26-2012, 05:05 AM
I think rather than the map wiping i think what you explored should stay visible. I wasnt always like that cuz in almost all explorer areas its easy to memorize quest and where you've been. However now i think they need to let you keep your map no matter how much time you were away, mainly cuz of kings forest and other eveningstar explorer areas. Its a pain, i've been out there for 3 days now, occasionally questing to get away from the forest, and i have not yet found everyplace, and i back track often cuz my map blacks out so i have to reexplore. I really wanna smack someone cuz all that work i put into it, all the time i spent out there, all the hours just mindless killing ****, and the once in a while unfortunate critter victim of my rage from drow (so sorry mr. squirrel mrs. deer and all the frongs i made subject to my firewalls.)

anyways, while i dont agree you should get the teleport to the quest option, i think they should let you keep your map, or at the very least let you keep explorer points viable on the map at all times.

So even if your map is blacked out, explorer points are not. Quest entrances you discover will not be blacked out either, only the path to the quest will be dark.

HelvanderSeries6
08-26-2012, 05:57 AM
Please don't join IP groups if you can't get there.

Also, the maps unlock now once you do the explorers.Do them first if you don't know the map.

Also, DDO wiki.


This^

V_mad_jester_V
08-26-2012, 06:27 AM
This^

that used to be my answer is ddowiki, until i found an outdated map that took me to the wrong quest... i dont trust ddo wiki anymore cuz when i started playing the game it got me into trouble rather than helped. Tried to go to chain of flames for my first time, and instead of acting like a helpless baby i pulled up the wiki. I followed the route to the T and it brought me to offering of blood. Least to say i spent the next 30 mins taking obscure directions from people and constantly getting lost. At the time of me doing that i only have been to the quest just once, and didnt remember how to get there.

I still think my suggestion shouldnt leave the table and that is leave any quest entrance and discovery lit on your map at all times regardless of logging in or out. At least then you still have to explore the map to find the remaining locations and quest, but at least then you have some sort of beacon to get there. This wont hurt the current system in any way shape or form, and will also help those going to to explorers by keeping them from back tracking to areas they already discovered. I think this is a win/win solution to the ops issue. This will take out the easy button cuz he still has to find it at least once, and he dosent have to memorize those one and done quests, locations. Cuz lets face it, if it a quest your only going to do once maybe 2 or 3 times per life, whats the point of memorizing its locations. I honestly dont care to remember where quest are that i hate.

shawnvw
08-26-2012, 01:42 PM
I like leisurely strolls through wilderness areas, exploring. For that matter, I find that soloing outdoor quests can give you a much better feel for the layout of the area (since you're not trying to keep up with a party)

But since "leisurely" is the opposite of "in a party", I'm in favor of adding more farshifters like those in Gianthold and Tangleroot, who can at least place you in the neighborhood of one or more quest entrances.

If your group is on a tight gaming schedule, or you're trying to catch up to a party that has a head start on you, it simply saves you time. You'll be giving up slayers, explorers, and rares, but if your immediate goal is getting to the quest, then you'd be bypassing them anyway.

DanteEnFuego
08-26-2012, 01:45 PM
I like leisurely strolls through wilderness areas, exploring. For that matter, I find that soloing outdoor quests can give you a much better feel for the layout of the area (since you're not trying to keep up with a party)

But since "leisurely" is the opposite of "in a party", I'm in favor of adding more farshifters like those in Gianthold and Tangleroot, who can at least place you in the neighborhood of one or more quest entrances.

If your group is on a tight gaming schedule, or you're trying to catch up to a party that has a head start on you, it simply saves you time. You'll be giving up slayers, explorers, and rares, but if your immediate goal is getting to the quest, then you'd be bypassing them anyway.

The new content has plenty of teleports in many areas, provided you "flag" or visit similar to GH or TR. The Battlefield has a teleport, well, to the Tower...

mwgarn
08-26-2012, 02:10 PM
Having an invisibility clicky also helps a lot while running to quests that are in an explorer area.

And like others said, take some time and explore, learn where quests are in that particular area, use wiki maps and after some time you will have no troubles getting to said quests.

This dosnt work in all explorer areas, dosnt work to well in sands with archerers and crippling shot.. Doesn't work in the new u14 areas for the same thing plus traps that slow you down plus dungeon alert from necros summoning zombies.. I always end up turning around and blasting/wailing the mobs chasing me... Good thing the u14 explorers general have a shrine right there at the quest.. To bad they are so vast that I won't bother tring to get to the quest again, by the time I get there I don't have enough time left to run them...

I'm all for teleporters that take you alot closer to the entrances of the quests, dosnt have to be right at the front door, but someplace close would be nice..

mystafyi
08-26-2012, 02:17 PM
Please, do not mention the worthless Key to Eveningstar, the one that takes 20 seconds to activate (if you move during that time it kills it for an hour)


The correct answer would be to stop moving when using the key. Refusing to do this means you have a couple loading screens and zones to go through.

janave
08-26-2012, 02:41 PM
Running back-and-forth in Sorrowdusk, and many other similar design wildernesses is no fun. I personally prefer the *city quests*, with an easy to reach entrance. Getting to Chains of Flame is so utterly exhausting that i basically avoid the quest more than for a one-time-flagging, even tho i kinda like the quest itself.

V_mad_jester_V
08-26-2012, 04:48 PM
The correct answer would be to stop moving when using the key. Refusing to do this means you have a couple loading screens and zones to go through.

obviously your forgetting to calculate human error into the equation. Lest say for some reason you clicked by accident, attacking the air, now you just made yourself go into having to go through all those loading screens.

A noob randomly approaches you and opens a trade window asking for plat, and closing the window causes you to stop loading (it has happened, well noobs walking up to me and doing that). The key is worthless, not to mention you can go straight to the guild ship from evening star but you can go back. Thats rubbish and needs to change, too many loading screens, too much time, and you gotta do all the quest to get the key. My time is split up from doing epics out in Ebberon with guildies who dont have the pack, to evening star quest with maybe 1 other guildie, waiting for groups to form or finding a forming group. Also it has such a long cool down timer its ridiculous. I find myself going in between evening star and harbor often for one reason or another. The guild ship should leave you at the evening star cavern, and i think many people on this game could agree with that part.

Talon_Moonshadow
08-26-2012, 06:56 PM
I would like to see a change to the Fog of War in explorer areas though.

Once explored and found, your maps should not reset to black, and quest entrances should remain marked IMO.

In the case of really large explorer areas, teleporting closer to the quest entrance should be an option as well. (but careful with this one cause people tend to exclude players who cannot take the same "easy button" that they can.)

ddobard1
08-26-2012, 07:03 PM
/ not signed

arkonas
08-26-2012, 07:20 PM
I'm sorry op that you can't find the quests. I think you need to stop joining groups for demons sands etc until you learn them. you can't blame anyone if their in progress and dont want to come get you. you probably joined a tr group or people who don't want to help.

honestly, you just need to learn all of the areas you own. You can't blame anyone if you don't want to take the time. ddowiki or youtube is your friend for these explorations.

arkonas
08-26-2012, 07:21 PM
I would like to see a change to the Fog of War in explorer areas though.

Once explored and found, your maps should not reset to black, and quest entrances should remain marked IMO.

In the case of really large explorer areas, teleporting closer to the quest entrance should be an option as well. (but careful with this one cause people tend to exclude players who cannot take the same "easy button" that they can.)

you do realize once you find all explorers they dont reset right?

V_mad_jester_V
08-26-2012, 07:32 PM
you do realize once you find all explorers they dont reset right?

have you been to kings forest? cuz thats NOT a valid statement anymore. Before kings forest yeah sure its easy to get around get all the explorers, but post kings forest, not so simple. I spent literally 3 hours in the wilderness and only have 12 out of 40 explorer points. I tried to wiki it but there is a shat ton of explorer points and the map is massive.

YOu can say "invis run to all the explorer points" but i think that is a dumb option now due to getting harried and tons o drow raiding parties. They hit you as a group your pretty much dead. Harried + weakend + stunning = my death. They should leave already explored areas unblank or at least do it like a rare encounter in the forest.

When you find a rare encounter in kings for a small dot will appear on the map regardless of that area being explored or not. So you can see where the rare encountered is spawn. The programming is there, now all they have to do is keep explorer points on the map (just a dot) and quest entrances. Dosent mean you get to see everything still. only means you get a small beacon toward where your going nothing more. I dont see ANY harm in this at all, it helps everyone hurts no one. If you wanna disagree your just being belligerent cuz how dose this option
A. break the game
B. harm the party
C. harm you
D. has no benefit

the answer to all those are no, it dosent break the game, no it dosent harm the party, no it dosent harm you, it helps you a bit, and no it dose not not have benefits. note the double negative.

Krelar
08-26-2012, 07:49 PM
the answer to all those are no, it dosent break the game, no it dosent harm the party, no it dosent harm you, it helps you a bit, and no it dose not not have benefits. note the double negative.

I don't trust any change to not break the game right now.... :(

Terminus-Est
08-26-2012, 08:24 PM
Interestingly enough, teleporting to an IP quest via the LFM feature was supposed to launch at the same time with the LFM feature for pretty much the exact reason in OPs post. Why it hasn't been enabled/finished/et al...

Personally, I'm fine with teleporting directly to quests. I also greatly enjoy explorer areas, generally for the first four times or so I go through them. After that, they are there for loot (rarely) or xp (more often). The ones that don't give much of either (Sorrowdusk).. well... Kinda annoying, ja?

Expalphalog
08-27-2012, 05:41 PM
I'm aware that people make good maps with all of the explorer points/rares on them, and I thank them. But you can't really tab out to them when running through an area full of things that want you dead.

Copy n' Pasted from another thread but it's relevant here too:

You actually don't need to do that. You can add links to your in-game browser so that you can access sites such as the Wiki with a simple Ctrl+D (or whatever shortcut you have MyDDO set to) without ever leaving the game.


Just open up MyDDO, and go to "Admin" at the top (right above the Lottery box).
Then, on the left hand side of the page you'll see a "Links" menu. Click that and go to "Add New"
From there, you'll be on a form where you can title and set links such as DDOWiki, various puzzle solvers, or really whatever site you want!

Then, whenever you want to check out the Wiki, instead of Alt Tabbing, you just go to "Links" at the top of MyDDO (right below the Search box this time) and select the site you want to visit.

Talon_Moonshadow
08-28-2012, 08:08 PM
you do realize once you find all explorers they dont reset right?

Hmmm... if so, I just learned something new. Never noticed it before.

Guess I need to knock out those messages/explorers in the King's forest then.

With so many alts, I guess I just missed this fact, since some characters have all the explorers and some do not.



Still... seems to me that once you uncover part of a map ot should not reset.

KillEveryone
08-28-2012, 08:31 PM
I don't mind quests in explorer areas.

I don't mind running to them at least once to do them.

I would very much like to have a fast travel to the entrance after I've found them once.

dodger72
08-28-2012, 09:36 PM
I learned this game by playing and looking around at stuff...where could I go and where I couldn't go....or rather shouldn't go until the toon was ready for that quest or area.

The explorer zones are a training ground for my toons. 9th level I go to sands, 12 to 13 Gianthold and the Orchard. 15 to 16 it's vale...and so on. Get my explorers then when I go back at level to do the quests....hey...there they are. and now? a full map.

I agree with other folks on this thread...moar quests in explorer zones :D

chance2000
08-28-2012, 09:41 PM
/not signed

I play this game because I like to explore.
That is 1/2 the fun of it.
As an Old School DM I would make my players have to locate a dungeon.
For the most part they loved it.
One or two sessions to locate the place. Same for doing the dungeon.
The way we used teleport at the time. Part of the group would have to stay at camp with a location stone that was a chore to make. The wizard would teleport the other part of the group to the town (base (location stone)) for repairs and supplies. And unless using scrolls once cast the spells would have to be memorized again.
I gave up on PnP because they always wanted me to be the DM and it got old for me.

Certon
08-29-2012, 10:50 AM
I don't mind explorer areas, but my opinion is not the only opinion that counts. I say, find a compromise where both camps, the pro explorer and the con explorer, are happy. I say if you have a quest in an explorer area, an arrow guides you to it, or the door is highlighted on the map, so you know in which direction to go.

I also suggest that once you've completed a quest once on a toon and wish to repeat it, it can be accessed from inside Eveningstar. That way, everyone is happy, except for the people who don't want people to have an /easy button because they think everyone should have it hard... because they say so.

bartharok
08-29-2012, 11:17 AM
When i first started playing i quite often got lost in the explorers. But i still returned to them time and time again. Why? Because i actually enjoy them, the scenery is nice, finding the right way to handle mobs, practicing spell use and different combat feats without having to worry about someone getting offended because i died doing something silly. In addition many of the explorers contain fun loot, and you get xp for it.
Another plus is that they are not something you have to finish right here and now, you can do part of them today, and continue tomorrow. All in all, explorers are a LOT of fun as long as you dont play to finish as fast as possible when you first go in.
Spend some time getting to know them, and youll start to enjoy them

danzig138
08-29-2012, 12:12 PM
Most of them are great fun to explore around You have a sad, sad definition of "fun".
lutes that drop.
Where? I've been waiting for the addition of sweet musical instruments to the game.

kilagan800
08-29-2012, 04:11 PM
I enjoy playing quests in the wilderness areas and think the devs should add more of them in Cerulean Hills, Searing Heights and Ataraxia's Haven. If you're having trouble finding the quests, just go to ddo wiki and bring up a map. It'll help you navigate your way to quests and rares.

arkonas
08-30-2012, 01:41 AM
have you been to kings forest? cuz thats NOT a valid statement anymore. Before kings forest yeah sure its easy to get around get all the explorers, but post kings forest, not so simple. I spent literally 3 hours in the wilderness and only have 12 out of 40 explorer points. I tried to wiki it but there is a shat ton of explorer points and the map is massive.

YOu can say "invis run to all the explorer points" but i think that is a dumb option now due to getting harried and tons o drow raiding parties. They hit you as a group your pretty much dead. Harried + weakend + stunning = my death. They should leave already explored areas unblank or at least do it like a rare encounter in the forest.

When you find a rare encounter in kings for a small dot will appear on the map regardless of that area being explored or not. So you can see where the rare encountered is spawn. The programming is there, now all they have to do is keep explorer points on the map (just a dot) and quest entrances. Dosent mean you get to see everything still. only means you get a small beacon toward where your going nothing more. I dont see ANY harm in this at all, it helps everyone hurts no one. If you wanna disagree your just being belligerent cuz how dose this option
A. break the game
B. harm the party
C. harm you
D. has no benefit

the answer to all those are no, it dosent break the game, no it dosent harm the party, no it dosent harm you, it helps you a bit, and no it dose not not have benefits. note the double negative.



problem solved. use the map here with all the explorers. now your map is uncovered. it will probably be grey or whatever color you chose for areas you have visited per session. So problem solved. Hey im sorry if the drow or other monsters are too much for your toon. if you cant solo it just find a group. there is always people out there just having fun and exploring.
http://www.ddmsrealm.com/wp-content/uploads/2012/06/the-kings-forest-wilderness-map-dungeons-and-dragons-online.jpg

Pantronic
08-30-2012, 02:25 AM
I like having quests in an explorer area. The Vale is a great area with lots of fun stuff in it. The Desert is great. The Orchard is fantastic. The King's Forest is not. Because most every part (aside from the very far north and the area right next to the Underdark) looks like most every other part of the King's Forest, it ends up confusing and irritating to get to the two quests that aren't the kill-priestess-and-rescue-hostages quest. With no landmarks, it's very easy to just run right past the quest and not realize it.

I like the Drow city of Slytherin and I like the Underdark. The semi-random bridges in the Demonweb are irritating, but at least you can find your way around in there once you know the landmarks.

Don't worry, by the time you get your 5000 slayer award, and find all 40 messages on 3 toons, you will know King's forest like the back of your hand.

Personally, I love it. It seems HUGE (and is, compared to all other DDO wilderness zones) and the effect of being a bit lost and everything looking the same is pretty much what it's like being in a real world forest for the first time. But once you know the landmarks...and there are in fact landmarks, you just haven't noticed them... you'll find it takes no longer to get to the quests than it takes in the old explorer areas.

Sgt_Hart
08-30-2012, 04:33 AM
If you join an IP group for a rarely run quest and can't find the way, the quest gets completed long before you even get close to it. I ran around Demon Sands for over an hour trying to find the pre-raid for ADQ until I finally gave up. Everything looks the same. It's even worse if you're squishy, you'll just keep dying on the way. Unless you're way over-level, you can't get there without an escort if you know where to go.

Honestly explores have always served a valid (and dare I say needed?) purpose:

They let you know if you have any business taking that character to run that quest. If you can't make it to the quest without becoming some monster's Pet rock.. All the explore is doing is minimizing the hassle to those folks completing the quest.

If your squishy, and need to be way over level to even get to the quest.. Do you really think you'll be an asset to the folks that started without you? I don't say this to be unkind, but I think the game is trying to send you a message, and while it isn't good for you.. I'm sure it helps those other 1d5 player's enjoy their playtime a bit more.

JasonJi72
08-30-2012, 05:47 AM
For me...

King's Forest = One ranger or barbarian level on any non-monk that I can fit it into for sprint boost.

Semi serious about this... :)

baletraeger
08-30-2012, 06:49 AM
/not signed

RandomKeypress
08-30-2012, 07:07 AM
Hmmm... if so, I just learned something new. Never noticed it before.

Guess I need to knock out those messages/explorers in the King's forest then.

With so many alts, I guess I just missed this fact, since some characters have all the explorers and some do not.



Still... seems to me that once you uncover part of a map ot should not reset.

The feature for explorer areas was introduced update 14. Very welcome feature.

I think the reason why it resets is practical rather than gameplay related - it'd be difficult for the server to remember which areas you've visited for every wilderness on every character and storing that information on the client could cause problems. No sure though - not a programmer.

Talon_Moonshadow
08-30-2012, 09:38 PM
On a marginally related note. :p

I think it is hilarious when I join a group for an "elite" quest, and people die trying to get to the quest. :cool:

CaptainSpacePony
09-01-2012, 12:27 PM
On a marginally related note. :p

I think it is hilarious when I join a group for an "elite" quest, and people die trying to get to the quest. :cool:

I've NEVER seen that happen! /smirkoff