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Official Feedback Thread: The Drowned Shore

panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
Greetings Adventurers!
As part of this preview build we are pleased to reveal the new post-level 60 adventure zone The Drowned Shore. Return to the scene of your past triumph at Blackdagger Ruins and face a new evil that threatens to overwhelm the Sword Coast. Level 60 players can venture into this level 61-63 zone to begin their quest to reach level 70!

Access
Level 60+ characters can access the Drowned Shore by speaking to Sgt. Knox in Protector’s Enclave and accepting the quest Coast Guarding. Note that this quest will reward you with several items meant to represent the cumulative rewards of pre-requisite quests not yet available on Preview.

Features
  • Quests – Players can experience level 61 and 62 story driven quests, several of which provide new level 61+ item rewards.
  • Hourly Repeatable Quests – Drowned Shore introduces hourly quests which are unlocked by progressing through the main story. Once Hourly Repeatables are unlocked new quests will become available at the top of every hour. Thirty unique repeatable quests are available to Preview players.
  • Heroic Encounters - New series of Heroic Encounters are constantly appearing in Drowned Shore, including some that take place in interior locations you can access from the main zone.

Known Issues
  • Enemy Models – While the enemies you face in Drowned Shore will be attacking you with appropriate powers and behaviors, very few of them will have their appropriate “costumes”. At this stage on Preview you will be looking at some familiar looking foes.
  • Limited Progression – Preview players will be able to complete standard and repeatable missions offered at two different hubs but storyline progressions ends with a stub mission telling you to travel to another zone that is not yet available on Preview. You can find a third hub and quest giving NPCs elsewhere, but don’t be surprised if they don’t want to talk to you yet.

Feedback Desired
We interested in your opinions of the environment, enemies, quests and really anything you find in Drowned Shore. Of course we are also very eager to hear about any bugs or progression blockers you may encounter.

Type: Bug/Feedback (Please only choose one)
Spec: (Please enter the spec that you are providing feedback for here)
Please use “Bold” face text for the Type & Spec then type your feedback in the body of your post. If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use BLUE.
(Concise Feedback & Screen Shots are much appreciated)

Examples:
Bug: Quest: Silver Strike
I picked up several chunks of silver ore but the quest did not grant me credit for them.


Feedback: Sentinel

I wish the enemies in the Silver Drip Mine would drop silver ore when I have the Silver Strike mission instead of just getting ore from silver deposits.

Have fun, gain levels, and let us know what you think.
Post edited by panderus on
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Comments

  • lewstelamon01lewstelamon01 Member Posts: 7,415 Arc User
    edited January 2015
    Moderator Notice:

    As with all other such threads, please restrict your posts to useable feedback in the format requested. The devs are looking for numbers and figures to tweak the changes before live release. Parses and ACT logs are helpful in this matter, as are screenshots. Also, be aware that posting your text in cyan does not automatically tag it as valid feedback--the content of your post must be constructive feedback.

    Attacks on another poster's feedback or opinion, or anything not related to your experience with the changes posted to this thread will be moderated accordingly without further public notice. Posts based on conjecture without valid testing, where applicable, will be removed.

    To ensure that the devs get the feedback in a logical and orderly manner, we're having to enforce this rather strictly. Please do make sure that your feedback is in the format specified in the opening posts of this thread, or it will be moved.

    Please do not respond to or reply to this notice, but use the PM system to address your concerns, per Rules of Conduct, Section V.
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  • katamaster81899katamaster81899 Member Posts: 1,157 Arc User
    edited January 2015
    Feedback: Zone
    This is going to sound kind of weak, but I feel like the new zone is very... crammed. Everything has been squeezed close together in order to let it fit in the contraints of the cloned blackdagger ruins map. I like the more spacious layout that most other zones have, but that's just my two cents...
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  • pelgraxpelgrax Member, NW M9 Playtest Posts: 486 Arc User
    edited January 2015
    Hopefully the amount of quests that I was able to run before the shard was stopped are not indicative of the number of daily quests .
    I was questing for well over 90 mins and was likely still not done ( Major overkill on quests if it is ).

    Also with the HE's ( they are apparently hourly ) are they tied into a campaign progression as it looks like you need to complete all 5 .
    Some of these last well less than a minute and if there are not multiple spawning points for these then it is gonna kill those that play with multiple characters due to the time constraint that it will cause ( if we have to wait another hour for that HE to spawn ) .

    So far in my opinion the people who play multiple characters aren't gonna like this mod .
  • hammeredhellhammeredhell Member, Neverwinter Beta Users Posts: 27 Arc User
    edited January 2015
    I know you want us to test primarily Drown Shores content which is why the other zones are locked out, however...

    BUGGED: characters that have been logged out in other zones (aside from P.E. & D.Shores) cannot be logged in for more than a few seconds.

    I know with the ability to "clone" a new toon over with such ease this isn't particularly a high priority but I have a character perma-stuck in well of dragons, I've tried logging him in and bum rushing for the door numerous times as well as trying to access the wondrous bazaar for a teleport scroll to no avail. This character has numerous armor/weapon enhancements and a few different gear sets for testing purposes.

    Also BUGGED: Intermittently when attempting to log a character into the preview server i get an error message "Invalid Character" on my screen for about 20 seconds then get kicked to the log in screen.

    Also Also BUGGED: (And i think it's been mentioned elsewhere, but can't remember for sure) Frequently when trying to delete a character i get a "Character Delete Failed" error message on my screen for about 20 seconds then get kicked to the log in screen. Generally I have to attempt to delete the same toon at least 3 times to get it to work and sometimes as many as 10 attempts.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited January 2015
    Bug: Client Instability

    Over the course of 45 minutes I had 9 crashes. I couldn't find any pattern to what would cause them: sometimes it was immediately upon entering, sometimes it was when picking something up, sometimes just when walking or riding. Since that time the crashes have become more frequent. The preview client, for me at least, is extremely fragile.

    Edit: Moved the defense stat feedback to the stat thread.
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  • loboguildloboguild Member Posts: 2,371 Arc User
    edited January 2015
    I'm fairly disappointed that the "new" map is just a recycled version of Blackdagger ruins.
  • checkmatein3checkmatein3 Member, NW M9 Playtest Posts: 525 Arc User
    edited January 2015
    Bug: Glitter* Mine
    Quest: To enter the mine and slay sea hags and lizardfolk. Exit the mine.

    I was able to kill the necessary enemies within the mine easily enough. However, the step that requires one to exit the mine is missed if one is in a party. I performed the exiting step from the mine both in a party and out of a party. While in a party, the step 'exit the mine' would not register. The step to exit the mine is required for quest completion.
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  • checkmatein3checkmatein3 Member, NW M9 Playtest Posts: 525 Arc User
    edited January 2015
    Feedback: Researching the Mysterious Symbol
    Quest Step: Procede to the tomes to research the mysterious symbol

    Suggestion: Right before the tomes is a group of level 62 mob. Since 2 levels up hit much harder than 1 level up in new mod, and since this quest still seems to be in the level 60-61 progression, perhaps you could consider moving the location of the research tomes to a non-level 62 area?
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  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited January 2015
    loboguild wrote: »
    I'm fairly disappointed that the "new" map is just a recycled version of Blackdagger ruins.

    This is my first impression as well, zone is just too "dusty"
  • kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community Moderator
    edited January 2015
    The sparkle path is often wrong. It will lead you inside a mine, and then it will lead you right back outside the mine so it's hard to tell if you are even in the right location you need to be for your quests.

    The quests don't seem to flow very well. There is a lot of running back and forth. Just over an hour in, and I'm already getting bored. It's like "Here, go run inside this mine and kill something, and then come back and turn in the quest.... Oh! You know that mine you were just in? Well, you have to go back there again because I forgot to tell you do this while you were in there." Really? Ugh. Oh, and now I'm on a load screen for like 5 minutes so I alt tabbed out to type this up.
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  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited January 2015
    Cant test/see nothing. The game crashes at the loading screen of protector enclave.
    Tested with a character left in other maps, changed nothing.
  • yokanaanyokanaan Member, Neverwinter Beta Users Posts: 151 Bounty Hunter
    edited January 2015
    1. I'm happy to see some trees instead of sand so can't really complain about the new zone although it's an exact copy of Blackdagger Ruins with many groups of mobs packed in rather close distances.
    2. Mobs in this area are mostly copied and pasted from other maps - there are some Trolls with slightly changed colors, creatures from Chasm and plenty of Darters and Trappers from Pirate's Skyhold.
    3. New zone doesn't have any new music scores - why?
    4. Sparkly trail leads you inside a mine and then outside of it.
    5. New quests send you to same instances so you need to re-enter the same mine few times with a different quest
    6. Even though I like the design of Drowned Shore it's a rather small map with few places which you need to visit many times.
  • reds351reds351 Member, NW M9 Playtest Posts: 343 Arc User
    edited January 2015
    Boss mobs for quests "Deepclaw" and maybe some of the other non instanced ones, only spawn once every 5 minutes but only the person who does the last hit gets the quest completion.

    Bug: Game fail's to load into the broken crown cellar
  • hercules125hercules125 Member Posts: 427 Arc User
    edited January 2015
    Type: Feedback
    Spec: N/A

    Feedback:

    1. General Zone Layout: I'm a bit disappointed that the zone is a rehashed version of a lowbie zone.

    I would rather just have traditional quests. Doing the same thing over and over in order to level, that's just grinding.

    The zone feels small and cramped. I had a hard time completing quests, since I was competing with so many other people.

    2. Reuse of Existing Content: Not sure if it's too late, but I wish you'd rethink this decision to rehash an existing zone.
  • kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community Moderator
    edited January 2015
    eldarth wrote: »
    Bug: Somebody stole the PE reflecting pool area? The entire reflecting pool area just north of the marketplace is nothing but a dirt excavation with stairs at north end leading down into the pit. Looks like details are missing? Tried switching from DX9 to DX11 and area remained empty.

    This is in the patch notes. They are doing some "construction".
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    Any of my comments not posted in orange are based on my own personal opinion and not official.
    Any messages written in orange are official moderation messages. Signature images are now fixed!
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  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited January 2015
    Folks, Drowned Shore is Level 60-63 Content. Posts on the topic of it being level 70 content has been removed. Please Read The Original Post and post in the format requested in the Second Post. Thanks!

    Safe travels,
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  • checkmatein3checkmatein3 Member, NW M9 Playtest Posts: 525 Arc User
    edited January 2015
    Bug: An error message appears after one finishes the solo quest (collecting the 5 ancient artifacts, killing Pike, and opening the 3 prison doors. When you are ready to exit the instance, a message appears saying that the quest is incomplete and all progress will be lost if one exits,even though all quest requirements are completed. You can ignore the message and turn in the quest. But the message is confusing.
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  • shadowbladegrshadowbladegr Member Posts: 0 Arc User
    edited January 2015
    Bug: An error message appears after one finishes the solo quest (collecting the 5 ancient artifacts, killing Pike, and opening the 3 prison doors. When you are ready to exit the instance, a message appears saying that the quest is incomplete and all progress will be lost if one exits,even though all quest requirements are completed. You can ignore the message and turn in the quest. But the message is confusing.

    I would like to confirm this bug and add to it that:

    There's 2 versions of the quest.One which requires you to gather 5 artifacts, and kill Pike,Miasma and someone else and another which requires you to gather 5 artifacts and open 3 doors to free miners.

    Both versions have the "unfinished progress" bug.
  • alkemist80alkemist80 Member Posts: 957 Arc User
    edited January 2015
    Feedback -Cornered by Crabs HE: The boss crab is pretty cool, however when it does it's special attack which sets the hit player on fire(!?) and locks out all abilities, there is nothing extremely visual indicating such an attack is about to happen. I think the crab just pulls it's arms back and stands there but it's hard to tell if that is a special attack vs a normal attack. I know it would add more challenge to the game without everything showing a red zone, but as a melee (combat HR), it was difficult to tell what the crab was doing.

    Bug - I know this is still an existing bug but I experienced this yesterday in the Drowned Shore. Treasure chests still do not display full content of the chest when opened.
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  • ph33rm3ph33rm3 Member Posts: 549 Arc User
    edited January 2015
    alkemist80 wrote: »
    Feedback -Cornered by Crabs HE: The boss crab is pretty cool, however when it does it's special attack which sets the hit player on fire(!?) and locks out all abilities, there is nothing extremely visual indicating such an attack is about to happen. I think the crab just pulls it's arms back and stands there but it's hard to tell if that is a special attack vs a normal attack. I know it would add more challenge to the game without everything showing a red zone, but as a melee (combat HR), it was difficult to tell what the crab was doing.

    Bug - I know this is still an existing bug but I experienced this yesterday in the Drowned Shore. Treasure chests still do not display full content of the chest when opened.
    Feedback -Cornered by Crabs HE
    Same thing happened here Friday. I hate that crab.
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited January 2015
    Could someone post a screenshot of them playing in the new zone, I can't play now (at work) and I'd love to see how it looks.
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  • cococyacococya Member Posts: 162 Arc User
    edited January 2015
    reiwulf wrote: »
    Could someone post a screenshot of them playing in the new zone, I can't play now (at work) and I'd love to see how it looks.

    It's the exact same map as blackdagger zone, most npcs are gone now with others put instead, and there's different mobs.
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited January 2015
    does it have even the same fog/tint/sky? is there any changes on it?
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  • alkemist80alkemist80 Member Posts: 957 Arc User
    edited January 2015
    reiwulf wrote: »
    does it have even the same fog/tint/sky? is there any changes on it?

    There is rain and thunder. Some very light haze.
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  • checkmatein3checkmatein3 Member, NW M9 Playtest Posts: 525 Arc User
    edited January 2015
    Bug: Sea Hag Hold Quest

    Loading the lair instance for this quest takes a long, long time and then disconnects before completion. The upper title bar never identifies the lair according to area, as if the progress bar is indicative of the loader attempting to locate the content.
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  • mfgamesysmfgamesys Member Posts: 462 Arc User
    edited January 2015
    Bug: Sea Hag Hold Quest

    Loading the lair instance for this quest takes a long, long time and then disconnects before completion.

    I can also confirm this to be an issue preventing me from doing any more in the quest line.
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  • ph33rm3ph33rm3 Member Posts: 549 Arc User
    edited January 2015
    mfgamesys wrote: »
    I can also confirm this to be an issue preventing me from doing any more in the quest line.


    I also can confirm this. Seems we get disconnected waiting for an instance?
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited January 2015
    Feedback: Legendary companions

    Legendary companions should be able to wear artifact gear. They're *legendary*, and it costs 1M AD to make them that way. If this is only for non-augments, that would be fine.

    If the legendary companion bonus is only for the one that is actually *summoned*, suggest 15% bonus for augments and 75-100% for non-augments. That would *finally* make actual companions a viable alternative to augments.
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  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited January 2015
    did all the yellow quests i could find - had fun, i dont mind the old zone being used since there are enough changes to make it feel different

    Bug: Sea Hag Hold Quest

    Loading the lair instance for this quest takes a long, long time and then disconnects before completion. The upper title bar never identifies the lair according to area, as if the progress bar is indicative of the loader attempting to locate the content.

    had same issue with inn quest, so might not be tied to only that instance
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  • checkmatein3checkmatein3 Member, NW M9 Playtest Posts: 525 Arc User
    edited January 2015
    Suggestion:

    The main quest line seems divided nicely between lvl 61 and lvl 62 mobs (and so forth). As the recent formulaic stat changes cause the % abilities to decrease as one levels up, it would help if the drops from the mobs reflected their own difficulty. Drops for lvl 61 and lvl 62 mobs are the same: lvl 61 items. The suggestion is to provide appropriate items to drop based upon mob difficulty. By the time I hit level 62, I found my abilities to decrease and no means (as of yet on preview) to increase the gear. I know that this will change by the time of live roll out. But for testing and evaluation purposes, especially with the stat proccing life steal and regen, it would be very beneficial to include drops that provide a similar adjustment to stats as one levels. Thanks!
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This discussion has been closed.