The Tomb of Annihilation, the newest Neverwinter Module is now available on Preview!
The death curse has descended upon the world, and it's up to you to find the source of this strange malady! Organize an expedition and travel the the shores of distant Chult. After a harrowing excursion through the jungle, you arrive at beautiful Port Nyanzaru where you meet with the merchant prince Wakanga O'tamu and begin your quest into the wilds around the Soshenstar River.
Please not that this thread is for feedback on the story quests leading from Neverwinter to Port Nyanzaru and the Soshenstar River Adventure Zone. If you have feedback on Volo's Hunt gameplay, Tomb of the Nine Gods dungeon, Critters, Rewards/Gear, etc. please post on those respective threads.
Features: • New Introductory Story Arc • New Directed Storyline Quests • 2 New Heroic Encounters • 10 Repeatable Quests
We would love to get your feedback on the Tomb of Annihilation Adventure Zones! All feedback is welcome, but there are a few items we’d like to focus on: • When playing with other people in the zone were there enough objective critters and clickables to complete your quests in a reasonable time? • Were you able to follow the storyline? • Was it fun?
To report a bug (or just give your opinion):
• Respond to this forum post. • Type: Bug/Feedback (Please only choose one) • Spec: (Please enter the spec that you are providing feedback for here) • Format: 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 CYAN. • (Bonus: Concise Feedback & Screen Shots are much appreciated)
Examples:
Bug: Chult I couldn't interact with one of the Shrines of Ubtao.
Feedback: Chult I think there needs to be more crafting nodes on the map.
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
BUG: There is something seriously wrong with the treasure maps.
I have gotten a couple of treasure maps, and they seem to give wrong rewards - specifically RD rewards, like 30 Reclaimed Riches - nothing that is of use in the Chult campaign.
Hoping for improvements...
2
checkmatein3Member, NW M9 PlaytestPosts: 525Arc User
Ok, I will try to be gracious, but whoever thought of the Fallen Templars quest must be new to MMOs. This needs to be redesigned before it goes live. Why?
1) There are not enough supply boxes in the area to collect. You must KILL Yuan-Ti mobs to get more supplies. 2) But, you must WAIT for Yuan-Ti mobs to poison the templar BEFORE you can heal them.
AND, 3) The poisoned Templar can only be healed by ONE person in the instance. And then you must wait...all...over...again.
So, imagine an instance filled with players, some killing mobs to get supplies, some not knowing what to do, others ninja-ing the templar...I mean, are you wanting this quest to be a bottleneck of rage? Come on!!! You have got to use some common sense!!
This profession stuff cache was not available: http://imgur.com/a/mvmpw My feedback about the dinosaurs is that they attack you from like 2 times more distance than the usual mobs. This is pretty annoying, as you can't chill at all when there are dinos on the corner. Edit: Here a screen: http://imgur.com/a/vGId2 The dinos spawn where the red arrow points at. I'm way too far for every random mob to attack me, except dinos. Like what is their range?
Yes , the fallen templars is a super troll quest. It definitely needs a rework.. I spent 15 mins behind this and i was laughing all the way through whenever a new person suddenly zones onto that particular area and goes berserk against the mobs. You could probably make the crates as an interact available for everyone like you have done with troll totems at dwarven valley and change the requirement for a heal on the templar to just defend the templar so anyone able to get a few hits on the mobs get the requirement set.
Well the new mod hasn't been out that long on the preview, so everything might have been released on the first build. Or they might just have missed to add it. Could also be that it has a low drop rate.
-The Cinematic in Protectors Enclave where you gather up all people doesn't work properly. Minsc at the very start spawns in the wrong location and is then rubberbanded to his position which means he is pushed trough the picture. As the camera changes to the other side of PE (Neverembers Throne room) the whole instance isn't loaded and multiple pop ins are shown.
-The cinematic travelling to Chult isn't working properly. It shows the wreckage at the start even if the ship is still working. The characters are talking aren't shown onboard. Also some of the wreckage looks strange, less floating and more like rotating in the sea and air.
Start Area
-The fight against the giant cyan-red crab is nice and feels epic but the crab is too big. He gets stuck in the area is then unattackable while he stunned himself or flying high up on parts of the wreckage. Also as he tries to escape he doesn't get back in his walking animation and is basically dead on the ground and looks like some invisible person drags the dead body back in the sea.
-There is no minimap at the starting area (ship wreck).
-The first raptor group you find through the way in the jungle looks cool but in my opinion stay too close together and glitch through each other. Maybe they can be spread out over the crossroad?
-The scene riding the raptors feels awkward. Is it a cutscene? A QTE? And why must I walk a short time? I mean it is Raptor Cutscene with a very strange camera ankle which i can controll, then 10 seconds walking, then next cutscene. Is it supposed a Quick Time Event? Nothing showed up. And for that it would be too short. Maybe one big cutscene would be okay. And the camera ankle at the start of the Raptor Ride feels strange. Like having to much FOV
-I like that i can change now the camera distance with mouse wheel but you need to increase the draw distance on gras and other foliage. The maximum draw distance and the maximum camera distance shows only a small ring around my character with gras and other ambiente plants.
Platypus wielding a giant hammer, your argument is invalild!
0
checkmatein3Member, NW M9 PlaytestPosts: 525Arc User
BUG: While using a treasure map in Chult and digging up the treasure at the location, the reward was River District (reclaimed weapons and Evidence of Evil).
Port Nyanzaru: Overall the city looks great (aesthetical very pleasing). FPS is okay but at the very start (gate/entrance) I only get 30-35 FPS. The reason is that if you spawn there you watch to the Bazar which is kinda crowded area and strangely in front of the gate are patroling about 25+ NPCs at once (the remaining part of the port seems pretty lonely). As soon as i am in a small sideway i get 60-80 FPS. You probably should look into it because an inconsistent framerate, especially at the start, is often not a good experience.
My speccs: i7-4790, 16 GB RAM, Radeon HD7870, Windows 7
Platypus wielding a giant hammer, your argument is invalild!
0
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
edited June 2017
Introductory quests are great, scenario wonderful, city scenario as well, in the past few mods I've been noticing an increased accuracy in scripted shortcuts, specially shroud of souls the tavern animations are very good, what i have to remark so far:
-First big crab on the island death animation didn't play, he just vanished. -First mission minimap and map extremely dimmed, not much important since is just a bit
-Minimap problems in the city, basically no infrastructure is marked on the minimap yet, this one is important. -Nightmare speaker/venom shot (one of those) even after killed i still delay a bit before be able to run, they have some kind of walking lock i suppose and power's lock it's not very indicative, i see my character there waving hands and not being able to use powers.
-Link to cult campain rewards missing, redirecting to last visited one;
Bug: The salvage trader in Port Nyanzaru says "But we didn't fair to well". It should be spelled "fare", not "fair".
Yep, a minor issue but true. Macmillan Dictionary:
Fare: used for saying how well or how badly someone does something We now have a much clearer picture of how schools are faring. fare well/badly/better/worse etc: The party didn’t fare as well in the local elections.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
The zones are visually gorgeous. It's clear that you put an enormous amount of work into the environment and the costumes. It shows. It's also clear that you put a lot of thought into enemies (I won't mention the new ones so as to not spoil it for others), but IMO they're well done -- for the most part. I do have issues with some things, though.
"Ambush". This is beyond annoying. This alone is making me HATE entering the zone. I'm riding by on a legendary mount and suddenly I'm insta-knocked down -- even when the dinosaurs are the size of HOUSECATS. "Beyond annoying" doesn't even come close to how cheap it feels. No joke, guys -- you're going to anger a large number of people. Get. Rid. Of. It.
The problem is compounded by two features that all saurians appear to have:
1. Infinite aggro range. If they have line-of-sight to you, you WILL aggro them, no matter how far you are. They CANNOT be avoided. Not even a legendary mount will save you. If they have line-of-sight, you're going down. 2. Infinite chase range. They will chase you to the ends of the Earth. "It doesn't feel pain, or pity, or remorse, and it absolutely will not stop -- ever -- until you are dead." You might as well brand CSM-101 on them.
Knockbacks. Seriously, guys, please come up with some mechanic other than nonstop interruptions. That's all that these boil down to: everything and their grandmother interrupts your action, leaves you unable to act, until they can interrupt you again. The combat wasn't terribly hard (albeit for my maxed-out-survivability HR), but it was incredibly annoying.
I deliberately take Thia to new content because she's my yardstick for determining if it's too hard. With the Drowned set, Morlanth's shroud (which has 5 more AC than the best HR armor available), 48k defense, 128% DR, and Knox with Loyal Defender gear, yadda, yadda, yadda, she's largely indestructible. If open-world content is too difficult for Thia, it's too hard for everyone else. I'm happy to say that the content isn't "too hard". Everything takes longer -- I presume from either increased HP or increased defense on enemies -- but otherwise the fighting isn't too difficult for her, just very annoying at times. It doesn't say much other than that it hasn't reached a certain level of gross difficulty for everyone else.
Storyline: I won't spoil it except to say, "Oh, boy." (Quantum Leap reference). I'm not sure that I want to see where this is going.
BUG: There's something screwy going on inside ruins. My companion seems unable to run: he (Sergeant Knox) just ambles on at a leisurely pace as if he has the day off and is returning home from Driftwood Tavern. It only happens when inside ruins.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Bug: The salvage trader in Port Nyanzaru says "But we didn't fair to well". It should be spelled "fare", not "fair".
Yep, a minor issue but true. Macmillan Dictionary:
Fare: used for saying how well or how badly someone does something We now have a much clearer picture of how schools are faring. fare well/badly/better/worse etc: The party didn’t fare as well in the local elections.
When I was young, how minor that would be would depend entirely on whether I was willing to risk annoying certain nuns.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
1
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited June 2017
Bug/typo: Recovering Trade Goods text reads "Recover Chultan Maps the Jungle", which should probably be "in the Jungle" or "of the Jungle"
Bug? Blessings of Ubtao does not seem to have/show any Forgotten Totem requirements
The "You have reached the limit..." message is totally unnecessary (and just plain annoying) when I attempt to pick up a quest that just rewards Chultan Riches. It should only be displayed when I attempt to pick up a quest that gives Forgotten Totems
Hoping for improvements...
0
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
Knockbacks. Seriously, guys, please come up with some mechanic other than nonstop interruptions. That's all that these boil down to: everything and their grandmother interrupts your action, leaves you unable to act, until they can interrupt you again. The combat wasn't terribly hard (albeit for my maxed-out-survivability HR), but it was incredibly annoying.
Knockbacks are great, many of them don't just "kick" the player, they also bring him to the ground for a while, it's about time deflection and CC resist overall has a place in pve.
Looks like I did well loading up my main with 1k CC resist!
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
0
gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
Same for me. I killed quite a number of T-rexes to test the proning bug and didn't get any. I managed to get 1 crab claw after killing more than an hundred crabs, but no T-rexes fangs and I can't find the venomous scoprions on the map, only giant ones. Killed many of them too but didn't get any throphy to be exchanged for lures.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
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checkmatein3Member, NW M9 PlaytestPosts: 525Arc User
Design of the Hunt Trophy Drops behind RNG:
For some of the trophies, they drop out of the normal mobs that are present (like the Rotted Ogre Bone or the Baltiri Neck). But, these never unlock a lure by itself. The ones that are extremely difficult to get will be ones that drop from rare creatures.
Now, this is where the whole hunt mechanism built into the game may need a rethink.
First, the spawn rate of the RARE versions of these creatures is unknown. I stayed at 1 spot for 1 hour, and did not get a rare. I stayed at another spot, and did not get the RARE version. Perhaps, others can testify to the RNG spawn rate of rare creatures for trophies?
Second, the drop rate of the trophy from the RARE creatures is low. Those that have killed 3 T-rexes get no drops.
So, here we have 2xRNG to do a hunt and after playing 3 days on preview for a few hours I have yet to be able to get the trophies to get the lure to do even the lowest level hunt.
This design of RNG spawn rate/RNG drop rate is not conducive to whatever the hunts will accomplish. Now, imagine if, after all of this, a person actually does get a hunt to work, and at the end of the hunt, after a week of grinding hours a day to get the trophies to make the lure, at the end of the hunt, the person gets...a rank 5. What are the rewards?
The difficulty of hunting will need to match the rewards. If not, I expect a whole lot of raging on forums if it goes live. And, the setup does not seem to be a great way to get people to enjoy the content...waiting around for something...
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited June 2017
Now, about fishing
The good thing about fishing in Chult is that it copies the mechanism from SoMI. We do not have to learn yet another method of fishing. (we also had Winter event and Lonelywood-style fishing). The other good thing is that you are not forced to fish if you don't like it.
The bad thing about fishing in Chult is that it copies the mechanism firm SoMI. It is just as mindnumbingly boring. It is also somewhat pointless. I mean, fishing in SoMI served a purpose - sell fish for rep to get keys to get stuff you want. Here, it's only another method to get Chultan riches. Still, some people enjoy it, so they have an alternative, I guess.
However, there is one fishing-related thing missing - there is no "Sea Life" tab in the collections for Chult. Those who enjoy fishing would probably appreciate a way to see how many of the available fish they have caught.
Hoping for improvements...
1
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Also, about difficulty in general.
I have only tried Chult with my DC, which is a "close to BiS", end-game character. So far, I consider the difficulty of the content to be just right.
What I mean by that is the following: I can handle all the general monsters, but they are able to kill me if I am really careless. T-Rex is tough and will kill me if I make the slightest mistake. I also have to prepare properly - switch to the guild ArPen boon instead of the Power boon, for example, otherwise the damage he takes is only a third of my "base" damage. The HEs are suitably hard too.
Now, the big issue will be the difficulty of the new dungeon, which is not yet accessible...but so far, so good.
#1 I like how the small dinos jump around while you are fighting them. It makes it feel more like a fight and not a "I have higher stats" fight. #2 I like the swarms. They can be a challenge if you aggro too many of them #3 I like the new "charmed" status condition, great addition.... do I get to use that on enemies at some point? (please say yes) #4 Neuroshock is beyond annoying. Very similar to the Paladin Ability, Burning Light. I don't know about other classes, but it acts as a Daze (plus damage) for the entire duration, since it interrupts any attempted cast during the duration of the condition. I like it, but it might as well be a daze and a damage over time, instead of making it feel like I am lagging, since I can't use any ability anyways.
#5 Similar issue to when you are in pvp, if you get enough enemies applying CC to you, you cannot play... ever. I accidentally aggroed about 20 small dinos and 3 lions. They knocked me to the ground, and kept me there for a solid 8 seconds. Most people would not survive this, and it doesn't feel fun (dying can be fun if it feels fair). I like their CC mechanics tbh, but they get out of hand if you are fighting too many of them. I don't really want to make all CC behave like Geas or Break the Spirit, but it often feels like it needs to in order to prevent the gang CC-locks #6 Enemy aggro range seems incredibly long. I can't really decide if I like it. I love how dangerous the zone can feel.... well... assuming it was dangerous. If I were actually in danger, it would likely feel a lot cooler. It's different than other zones, where you can just run to your quests. You cannot simply ignore enemies, you must dismount and kill them regardless of how trivial they are to kill. This is both a more realistic and more annoying experience. I simply have mixed feelings about this one. I have found a few paths to avoid them if I know they are there, but I don't think every enemy group has a sneakable path. #7 Large dinos jumping and dashing looks buggy at best. The animations likely need smoothed out a bit, since it looks super clunky. #8 The cinematic camera movements looked like someone was trying too hard. They are sometimes more cinematic than the scene should allow. I did like the cut-scenes for the most part though. #9 Riding the raptor in the intro quest made me think I was in control, so it felt laggy and unresponsive, since I wasn't actually controlling the raptor. #10 I like that you guys listened to our feedback on the river district and greatly improved respawn timers. There should always be a monster up for people to kill. It comes with its own issue though. I can kill a group of enemies, open up chat, send a single message, and before I am done sending the message, I am getting ambushed by the same group of enemies that i just killed. That is beyond annoying. Yes, sure, Chult isn't safe, so don't go sending messages, but I know for a fact that I just killed these freaks. It would be nice if the respawn timers were delayed once by like 15-30 seconds if a player is standing on top of their spawn location (although I doubt that is possible) #11 Are enemies supposed to jump into the river after you and fight each other in the water? #12 Do T-Rex not drop T-Rex Teeth? Who knows, it would be nice if the collections menu, or item tooltips let us know exactly where the trophies dropped. It would also be nice if they didn't take up space in my inventory, since It will be like 15 more slots taken up by random campaign items. #13 Please allow us to enter the River of Chult (can't remember actual name) map without walking up to the door. It needs to be accessible from sign post.
BUG 1: The heroic encounter that involves defending the base prevents players from entering the base. This means that someone who is completely uninterested in the heroic encounter is forced to do one of two things: switch instances, or wait for the enemies to break a gate or the timer to end. This is not cool.
BUG 2: If you leave Chult in the middle of the intro quests (I am not sure where specifically), you cannot return to finish the intro quests. I joined a private pvp queue while finishing the campaign, and ended up having to copy my character over again, since I couldn't finish the intro quests
<font color=red>After completing first rescue quests on beach and taking the quest to enter the jungle I had to log out for rl reasons. Once I logged back in, I was in PE with no way to get back to chult. I deleted my preview character and started over.</font>
Post edited by niadan on
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Bug/typo: Recovering Trade Goods text reads "Recover Chultan Maps the Jungle", which should probably be "in the Jungle" or "of the Jungle"
Bug? Blessings of Ubtao does not seem to have/show any Forgotten Totem requirements
The "You have reached the limit..." message is totally unnecessary (and just plain annoying) when I attempt to pick up a quest that just rewards Chultan Riches. It should only be displayed when I attempt to pick up a quest that gives Forgotten Totems
Blessing of Ubtao does not require any Forgotten Totems, just completing the story arc chain, specifically defeating the House of the Crocodile instance.
That quest doesn't only reward Chultan Riches. Patrol quests reward Forgotten Totems as well, but since you were at your limit, they aren't shown in the reward list as you won't receive them. I'm not sure if we can remove the pop up messaging in that instance but will investigate.
Also this would have been great feedback in the Campaign feedback thread .
Cudos to the non-pc specific developers. I have to say, that the atmosphere is very nice and it was nice to not see a "copy" and paste with regards to the atmosphere.
Comments
BUG: There is something seriously wrong with the treasure maps.
I have gotten a couple of treasure maps, and they seem to give wrong rewards - specifically RD rewards, like 30 Reclaimed Riches - nothing that is of use in the Chult campaign.
1) There are not enough supply boxes in the area to collect. You must KILL Yuan-Ti mobs to get more supplies.
2) But, you must WAIT for Yuan-Ti mobs to poison the templar BEFORE you can heal them.
AND,
3) The poisoned Templar can only be healed by ONE person in the instance. And then you must wait...all...over...again.
So, imagine an instance filled with players, some killing mobs to get supplies, some not knowing what to do, others ninja-ing the templar...I mean, are you wanting this quest to be a bottleneck of rage? Come on!!! You have got to use some common sense!!
You must change this NOW!
Guild--And the Imaginary Friends
My feedback about the dinosaurs is that they attack you from like 2 times more distance than the usual mobs. This is pretty annoying, as you can't chill at all when there are dinos on the corner.
Edit: Here a screen: http://imgur.com/a/vGId2 The dinos spawn where the red arrow points at. I'm way too far for every random mob to attack me, except dinos. Like what is their range?
Icons of Rex Amiculum and Martyr's Plackart are swapped
Primal Armor set for Guardian Figher looks nothing like its icon and is basically drowcraft set. I hope thats a placeholder.
Genocide of tyrannosaurs (50+) = zero
-The Cinematic in Protectors Enclave where you gather up all people doesn't work properly. Minsc at the very start spawns in the wrong location and is then rubberbanded to his position which means he is pushed trough the picture. As the camera changes to the other side of PE (Neverembers Throne room) the whole instance isn't loaded and multiple pop ins are shown.
-The cinematic travelling to Chult isn't working properly. It shows the wreckage at the start even if the ship is still working. The characters are talking aren't shown onboard. Also some of the wreckage looks strange, less floating and more like rotating in the sea and air.
Start Area
-The fight against the giant cyan-red crab is nice and feels epic but the crab is too big. He gets stuck in the area is then unattackable while he stunned himself or flying high up on parts of the wreckage. Also as he tries to escape he doesn't get back in his walking animation and is basically dead on the ground and looks like some invisible person drags the dead body back in the sea.
-There is no minimap at the starting area (ship wreck).
-The first raptor group you find through the way in the jungle looks cool but in my opinion stay too close together and glitch through each other. Maybe they can be spread out over the crossroad?
-The scene riding the raptors feels awkward. Is it a cutscene? A QTE? And why must I walk a short time? I mean it is Raptor Cutscene with a very strange camera ankle which i can controll, then 10 seconds walking, then next cutscene. Is it supposed a Quick Time Event? Nothing showed up. And for that it would be too short. Maybe one big cutscene would be okay. And the camera ankle at the start of the Raptor Ride feels strange. Like having to much FOV
-I like that i can change now the camera distance with mouse wheel but you need to increase the draw distance on gras and other foliage. The maximum draw distance and the maximum camera distance shows only a small ring around my character with gras and other ambiente plants.
Guild--And the Imaginary Friends
My speccs: i7-4790, 16 GB RAM, Radeon HD7870, Windows 7
-First big crab on the island death animation didn't play, he just vanished.
-First mission minimap and map extremely dimmed, not much important since is just a bit
-Minimap problems in the city, basically no infrastructure is marked on the minimap yet, this one is important.
-Nightmare speaker/venom shot (one of those) even after killed i still delay a bit before be able to run, they have some kind of walking lock i suppose and power's lock it's not very indicative, i see my character there waving hands and not being able to use powers.
-Link to cult campain rewards missing, redirecting to last visited one;
Bug: Companions seem to follow very slowly, lagging behind and running in slow motion almost
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
the enemies dont feel stronger tho.
question: the new lv 480 gears drops from heroic encounters?
Fare: used for saying how well or how badly someone does something
We now have a much clearer picture of how schools are faring.
fare well/badly/better/worse etc: The party didn’t fare as well in the local elections.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
The zones are visually gorgeous. It's clear that you put an enormous amount of work into the environment and the costumes. It shows. It's also clear that you put a lot of thought into enemies (I won't mention the new ones so as to not spoil it for others), but IMO they're well done -- for the most part. I do have issues with some things, though.
"Ambush". This is beyond annoying. This alone is making me HATE entering the zone. I'm riding by on a legendary mount and suddenly I'm insta-knocked down -- even when the dinosaurs are the size of HOUSECATS. "Beyond annoying" doesn't even come close to how cheap it feels. No joke, guys -- you're going to anger a large number of people. Get. Rid. Of. It.
The problem is compounded by two features that all saurians appear to have:
1. Infinite aggro range. If they have line-of-sight to you, you WILL aggro them, no matter how far you are. They CANNOT be avoided. Not even a legendary mount will save you. If they have line-of-sight, you're going down.
2. Infinite chase range. They will chase you to the ends of the Earth. "It doesn't feel pain, or pity, or remorse, and it absolutely will not stop -- ever -- until you are dead." You might as well brand CSM-101 on them.
Knockbacks. Seriously, guys, please come up with some mechanic other than nonstop interruptions. That's all that these boil down to: everything and their grandmother interrupts your action, leaves you unable to act, until they can interrupt you again. The combat wasn't terribly hard (albeit for my maxed-out-survivability HR), but it was incredibly annoying.
I deliberately take Thia to new content because she's my yardstick for determining if it's too hard. With the Drowned set, Morlanth's shroud (which has 5 more AC than the best HR armor available), 48k defense, 128% DR, and Knox with Loyal Defender gear, yadda, yadda, yadda, she's largely indestructible. If open-world content is too difficult for Thia, it's too hard for everyone else. I'm happy to say that the content isn't "too hard". Everything takes longer -- I presume from either increased HP or increased defense on enemies -- but otherwise the fighting isn't too difficult for her, just very annoying at times. It doesn't say much other than that it hasn't reached a certain level of gross difficulty for everyone else.
Storyline: I won't spoil it except to say, "Oh, boy." (Quantum Leap reference). I'm not sure that I want to see where this is going.
BUG: There's something screwy going on inside ruins. My companion seems unable to run: he (Sergeant Knox) just ambles on at a leisurely pace as if he has the day off and is returning home from Driftwood Tavern. It only happens when inside ruins.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Bug/typo: Recovering Trade Goods text reads "Recover Chultan Maps the Jungle", which should probably be "in the Jungle" or "of the Jungle"
Bug? Blessings of Ubtao does not seem to have/show any Forgotten Totem requirements
The "You have reached the limit..." message is totally unnecessary (and just plain annoying) when I attempt to pick up a quest that just rewards Chultan Riches. It should only be displayed when I attempt to pick up a quest that gives Forgotten Totems
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Born of Black Wind: SW Level 80
For some of the trophies, they drop out of the normal mobs that are present (like the Rotted Ogre Bone or the Baltiri Neck). But, these never unlock a lure by itself. The ones that are extremely difficult to get will be ones that drop from rare creatures.
Now, this is where the whole hunt mechanism built into the game may need a rethink.
First, the spawn rate of the RARE versions of these creatures is unknown. I stayed at 1 spot for 1 hour, and did not get a rare. I stayed at another spot, and did not get the RARE version. Perhaps, others can testify to the RNG spawn rate of rare creatures for trophies?
Second, the drop rate of the trophy from the RARE creatures is low. Those that have killed 3 T-rexes get no drops.
So, here we have 2xRNG to do a hunt and after playing 3 days on preview for a few hours I have yet to be able to get the trophies to get the lure to do even the lowest level hunt.
This design of RNG spawn rate/RNG drop rate is not conducive to whatever the hunts will accomplish. Now, imagine if, after all of this, a person actually does get a hunt to work, and at the end of the hunt, after a week of grinding hours a day to get the trophies to make the lure, at the end of the hunt, the person gets...a rank 5. What are the rewards?
The difficulty of hunting will need to match the rewards. If not, I expect a whole lot of raging on forums if it goes live. And, the setup does not seem to be a great way to get people to enjoy the content...waiting around for something...
Please rethink the setup of hunts.
Guild--And the Imaginary Friends
The good thing about fishing in Chult is that it copies the mechanism from SoMI. We do not have to learn yet another method of fishing. (we also had Winter event and Lonelywood-style fishing). The other good thing is that you are not forced to fish if you don't like it.
The bad thing about fishing in Chult is that it copies the mechanism firm SoMI. It is just as mindnumbingly boring. It is also somewhat pointless. I mean, fishing in SoMI served a purpose - sell fish for rep to get keys to get stuff you want. Here, it's only another method to get Chultan riches. Still, some people enjoy it, so they have an alternative, I guess.
However, there is one fishing-related thing missing - there is no "Sea Life" tab in the collections for Chult. Those who enjoy fishing would probably appreciate a way to see how many of the available fish they have caught.
I have only tried Chult with my DC, which is a "close to BiS", end-game character. So far, I consider the difficulty of the content to be just right.
What I mean by that is the following: I can handle all the general monsters, but they are able to kill me if I am really careless. T-Rex is tough and will kill me if I make the slightest mistake. I also have to prepare properly - switch to the guild ArPen boon instead of the Power boon, for example, otherwise the damage he takes is only a third of my "base" damage. The HEs are suitably hard too.
Now, the big issue will be the difficulty of the new dungeon, which is not yet accessible...but so far, so good.
#2 I like the swarms. They can be a challenge if you aggro too many of them
#3 I like the new "charmed" status condition, great addition.... do I get to use that on enemies at some point? (please say yes)
#4 Neuroshock is beyond annoying. Very similar to the Paladin Ability, Burning Light. I don't know about other classes, but it acts as a Daze (plus damage) for the entire duration, since it interrupts any attempted cast during the duration of the condition. I like it, but it might as well be a daze and a damage over time, instead of making it feel like I am lagging, since I can't use any ability anyways.
#5 Similar issue to when you are in pvp, if you get enough enemies applying CC to you, you cannot play... ever. I accidentally aggroed about 20 small dinos and 3 lions. They knocked me to the ground, and kept me there for a solid 8 seconds. Most people would not survive this, and it doesn't feel fun (dying can be fun if it feels fair). I like their CC mechanics tbh, but they get out of hand if you are fighting too many of them. I don't really want to make all CC behave like Geas or Break the Spirit, but it often feels like it needs to in order to prevent the gang CC-locks
#6 Enemy aggro range seems incredibly long. I can't really decide if I like it. I love how dangerous the zone can feel.... well... assuming it was dangerous. If I were actually in danger, it would likely feel a lot cooler. It's different than other zones, where you can just run to your quests. You cannot simply ignore enemies, you must dismount and kill them regardless of how trivial they are to kill. This is both a more realistic and more annoying experience. I simply have mixed feelings about this one. I have found a few paths to avoid them if I know they are there, but I don't think every enemy group has a sneakable path.
#7 Large dinos jumping and dashing looks buggy at best. The animations likely need smoothed out a bit, since it looks super clunky.
#8 The cinematic camera movements looked like someone was trying too hard. They are sometimes more cinematic than the scene should allow. I did like the cut-scenes for the most part though.
#9 Riding the raptor in the intro quest made me think I was in control, so it felt laggy and unresponsive, since I wasn't actually controlling the raptor.
#10 I like that you guys listened to our feedback on the river district and greatly improved respawn timers. There should always be a monster up for people to kill. It comes with its own issue though. I can kill a group of enemies, open up chat, send a single message, and before I am done sending the message, I am getting ambushed by the same group of enemies that i just killed. That is beyond annoying. Yes, sure, Chult isn't safe, so don't go sending messages, but I know for a fact that I just killed these freaks. It would be nice if the respawn timers were delayed once by like 15-30 seconds if a player is standing on top of their spawn location (although I doubt that is possible)
#11 Are enemies supposed to jump into the river after you and fight each other in the water?
#12 Do T-Rex not drop T-Rex Teeth? Who knows, it would be nice if the collections menu, or item tooltips let us know exactly where the trophies dropped. It would also be nice if they didn't take up space in my inventory, since It will be like 15 more slots taken up by random campaign items.
#13 Please allow us to enter the River of Chult (can't remember actual name) map without walking up to the door. It needs to be accessible from sign post.
BUG 1: The heroic encounter that involves defending the base prevents players from entering the base. This means that someone who is completely uninterested in the heroic encounter is forced to do one of two things: switch instances, or wait for the enemies to break a gate or the timer to end. This is not cool.
BUG 2: If you leave Chult in the middle of the intro quests (I am not sure where specifically), you cannot return to finish the intro quests. I joined a private pvp queue while finishing the campaign, and ended up having to copy my character over again, since I couldn't finish the intro quests
Signature [WIP] - tyvm John
<font color=red>After completing first rescue quests on beach and taking the quest to enter the jungle I had to log out for rl reasons. Once I logged back in, I was in PE with no way to get back to chult.
I deleted my preview character and started over.</font>
Neverwinter Census 2017
All posts pending disapproval by Cecilia
That quest doesn't only reward Chultan Riches. Patrol quests reward Forgotten Totems as well, but since you were at your limit, they aren't shown in the reward list as you won't receive them. I'm not sure if we can remove the pop up messaging in that instance but will investigate.
Also this would have been great feedback in the Campaign feedback thread .