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  1. #1
    Lamannia Coordinator SqueakofDoom's Avatar
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    Default The Official What Goes Up Discussion Thread!

    Please use this thread to discuss the Storm Horns Quest: What Goes Up.
    Last edited by SqueakofDoom; 08-05-2013 at 09:24 AM.
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  2. #2

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    The flight Pillars have way to may HP's soloed it on EH glad I was on my artificer and not a pure caster or I would have been there forever...

    Kambuk

  3. #3

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    Long quest - varied phases of battle. Nice environment and lots of things to look at. Kudos for the art direction - you nailed it with this pack.

    Good - this is a good quest that has a little bit of everything. The end fight pillars are a little bit rough on HP considering the battle is not over when you destroy them - after that you have wave and wave of critters including those shadow thingies with plenty of HP.

    I did find 4 chests - I think 1 silver key and 2 jeweled was used but I still couldn't open 2. So I'm not sure about it. Only 1 chest after it was over seemed timid considering how long the entire battle is and 4 of those chests in the quests are optional. I suggest adding 1 or 2, even on EN.

    Now the bad.

    We pay for this expansion. We pay for it all. This is not free for VIP and it's not f2p. So money wise we've already plonked down all the money up front for the pleasure of play testing this now and playing it once it goes live.

    In other words - we have no choice. There's a point where you have 2 control orbs. You can either use UMD only to unlock rooms or pay using shards. I find this awful. I can understand the guide - although it's an enormous wilderness that'll require quite some running so I HOPE that you will consider adding a pay with plat option once you locate the quests.

    But having a pay with shard option inside a quest? We're not talking about convenience here. See I used my arti with lots of UMD so I had no problem turning them off, but all these things in all other quests have ALWAYS had several different options. Like removing collars on slaves - tons of other options other the using the pay for option (gold store bell of opening). Here's 2 - UMD OR pay with shards.

    AWFUL. It's kind of like walking along this corridor and suddenly you see advertisement for 'Drink UGHA Cola' - it pulls you way out of immersion and it gave me a bad taste in my mouth for the rest of the quest.

    I like this quest - I like the varied environments and over all I like the entire art package. But these pay for option with VERY FEW other none paying options sucks especially since you first have us pay up front for this expansion and then start digging in our pockets for change.

  4. #4
    Community Member DeadRabbat's Avatar
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    Default UMD or P2P

    Yes, I felt the quest was awesome... except for the Flight Pillars, especially on solo... too many HP and too much going on if solo'ing but doable.Love the progression of the quest... though when I filled out my survey I had forgotten a key issue. UMD or Astral Shards.
    I do not remember if it was an optional or mandatory, but having to use Only UMD or pay to play astral shards is a gimmick right? Though it makes it so you would have to have a rogue/arty or other with UMD to group with, being antisocial(even in mmo) and solo built..I should not Have to rely on that to finish an objective or in this case Many objectives. This Pay us to win the game philosophy with Astral Shards is really creeping in more and more, much like other games out there. Good business model for games but cheapens it and changes this game completely.
    We can bypass aspects of the game by paying real world money for astral shards so we can continue on... Having that option is fine, but with world economy tanking and people not all being rich bankers, having Astral Shard wins in a game that should make us not think about real world... sigh.

    Bad enough you have a guide who Only accepts Astral Shards, but having it in a quest as well is just Bad Business. Having other options like Plat or trinkets of some type..many ideas have been mentioned in the forums and all are better then the currant model.

    as to the quest... again awesome and yes, it makes the chain feel complete and a sense of closure.... now if I only knew what I was supposed to look at when we fell from the sky...
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    Quote Originally Posted by KookieKobold View Post
    I knew i should have actually tested this.

  5. #5
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    "What goes up... better doggone well stay up!"

    Sorry, couldn't help it.
    <seemingly offensive Army of Darkness quote>

  6. #6
    Community Member WargamerIV's Avatar
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    Default

    This quest is way too long and hard to solo. I wonder if this is meant to be a 6 man raid?

    I found the 4 chests, but I couldn't open any of them. I thought they were an end reward, but I couldn't get back to them at the end.

    I don't like the graphics once the shadowfell comes (on either side of the shadowfell once it comes, and given that you die if you fall (or mistep in the wrong place) I really don't like it. Given the combat near the edge falling is really easy. (I fell several times running this.)

    If you fall and land in many places in the fort you can get stuck there if you have no jump.

  7. #7
    Community Member Grosbeak07's Avatar
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    Default

    So if you don't have UMD or Astral Shards, you can't complete this quest?
    Magical Rings are well... magical. - Gandalf

  8. #8
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    Quote Originally Posted by Dandonk View Post
    "What goes up... better doggone well stay up!"

    Sorry, couldn't help it.
    Best reference evar.

  9. #9
    Community Member xaul17's Avatar
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    Default

    [QUOTE=patang01;5051654]I did find 4 chests - I think 1 silver key and 2 jeweled was used but I still couldn't open 2. So I'm not sure about it. Only 1 chest after it was over seemed timid considering how long the entire battle is and 4 of those chests in the quests are optional. I suggest adding 1 or 2, even on EN.QUOTE]

    I am pretty certain the idea behind this is that you are given 2 identical keys and 4 chests, and of those chests, you may or may not get loot from them. I opened one and it was full of stuff, the second was completely empty.

  10. #10
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    Default Fun but a bit confusing

    I share the observation that even a failed UMD check opens the barrier - you just get an extra monster or two to fight (usually Shadi-Kar, but an air elemental forms in the conference room). I also agree the pillars have too many hps.

    I too was confused about where to go when it said go outside and then find the object, since the map marker still showed the object as inside. I figured that meant you had to drop down, and so had to recall and enter again. Do eliminate that crevasse and make the room floor solid.

    The end fight was somewhat confusing as nothing specified that you had to destroy the pillars before you can finish off the wizard. I pounded him for a minute or so before figuring that you can't get him below 10% until the other objectives are complete. Something in the objectives needs to spell it out more clearly, or maybe he can shield himself at that point and say you can't stop me while the pillars work or something.

    Otherwise, a great end fight and well done.
    Last edited by Texlaw1992; 08-02-2013 at 12:45 PM.

  11. #11
    Community Member Urjak's Avatar
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    Default

    graphics and atmosphere: awesome

    on the surface ... when you fight a huge wave of orcs I suddenly got yellow dungeon alert ... and dozens of orc clerics hit me with divine punishment ... all at once ... solo (on epic hard / no hire) this wasnt much fun >:[ ... also the pillars and their guardians have way too many hp ... I was sooooo thankful I was using grandmaster ED ... everything is nothing makes quick work of them ... used it twice to kill 3 of the pillars and 2 of the guardians (yes the timer expired inbetween ... which should give you an idea of how long I was up there -.-) ... also it wasn't obvious to me that I had to kill the pillars ... only when I used everything is nothing to kill some piled up mobs and a pillar died as well which in turn activated the objective "destroy all pillars", I realized I could and must attack and kill them ...

    Also the objective "Return to the Mythalar" stayed open right until completion ... which confused me a lot when the optional "jump off the glacier" appeared ... should i jump? or first return to the cave? does it matter where i jump? can that break the quest? ... well before i could make a decision the whole thing went down and the quest finished^^
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  12. #12
    Community Member arkonas's Avatar
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    Default

    Quote Originally Posted by Texlaw1992 View Post
    I share the observation that even a failed UMD check opens the barrier - you just get an extra monster or two to fight (usually Shadi-Kar, but an air elemental forms in the conference room). I also agree the pillars have too many hps.

    I too was confused about where to go when it said go outside and then find the object, since the map marker still showed the object as inside. I figured that meant you had to drop down, and so had to recall and enter again. Do eliminate that crevasse and make the room floor solid.

    The end fight was somewhat confusing as nothing specified that you had to destroy the pillars before you can finish off the wizard. I pounded him for a minute or so before figuring that you can't get him below 10% until the other objectives are complete. Something in the objectives needs to spell it out more clearly, or maybe he can shield himself at that point and say you can't stop me while the pillars work or something.

    Otherwise, a great end fight and well done.
    actually i had no issue learning you cant kill the wizard. i figured a boss would just vanish until the rest of the objectives are complete :P

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