LDoN Adventure System

LDoN Adventure Preview On Tuesday, I had the chance to run through a preview of the Lost Dungeons of Norrath expansion which is due out in early September. Alan Vancouvering was on hand to answer questions, as well as a few people from other Everquest related websites (notably Niami from EQTraders. For the afternoon we grouped up, and got a chance to explore a dungeon using the new adventure system which is included in the expansion. Lost Dungeons contains 48 new zones in 5 generalized themes. There are 10 zones in each of the new themes, except the new Guk zones which have 8. This afternoon we were in Everfrost Peaks heading to Miragul’s Menagerie. For each theme there is a camp of adventurers with an Adventure Recruiter, an Adventure Rewards Merchant, and a Adventure Raid Recruiter. This is where groups will talk to the adventure recruiter and receive the adventure. For each theme your group starts in a different zone, Butcherblock mountains for Mistmoore, Everfrost for Miragul’s, South Ro for Guk, North Ro for Takish, and East Commons for Rujarkan Hills; although the starting locations are obviously subject to change. We formed up our group and talked to the Adventure Recruiter – Mannis McGuyett who asked us to help with a strange power growing in Miragul’s Menagerie. Asked to seek out and kill Frostweaver, we were told that we’d be able to find the start to our adventure through a snowy mine in Everfrost peaks. The snowy mine was just over a hill from us and when our group leader accepted the Adventure a line appeared on our compasses to make it easier to find the entry to the dungeon. We headed on over to the dungeon, using the compass to guide ourselves, and soon enough a dark mineshaft appeared in the ground in front of us (surrounded by the corpses of many recent adventurers/testers). Once we zoned in, the zone in area appeared to be relatively safe, with just one spider standing nearby the entry to the dungeon. Icy vapors rose from the floor and many of the corners, and most of the dungeon seemed to be constructed of blocks of ice and snow. The creatures in this dungeon were wooly spiders, ice goblins; some ice constructs of a sort and some whirling ice/vapor sort of things. As we fought in, the fights varied in size and intensity, the monsters did not appear to hit too hard for our level 25 characters, and we progressed reasonably quickly. While we accompanied by a GM who kept us healed, and sped our progress, a group of real level 25s would find this to be good fights, with the ability to rest and regain mana or health between them. When you accept an adventure, you have 30 minutes for any member of your group to zone into the adventure dungeon. This timer allows your group to travel to the dungeon without running down the adventure timer itself. The moment a member of your group zones into your dungeon instance, the Adventure Timer begins. You will have 90 minutes to complete the task you've been assigned by the adventure recruiter. This timer is intended to keep you moving and provide a bit of a challenge to the adventure or raid, assuming you decide to go after the main target of the raid. An adventure requires a group of 4 or more people to begin it, and always has a task that you’re asked to complete, although this task can vary from rescue a hostage, kill a specific monster, collect items, or just kill certain numbers of monsters. There are eleven total difficulty settings ranging from Level 20 to level 65 (hard), and raid datasets in some zones as well. In total this makes for over 2,500 adventures, with 384 available to any player at a time. You always have the ability to request a ‘Hard’ adventure which uses the zone datasets for the next step up, or in the case of level 65 characters a specially designed hard setting. Each setting for each dungeon was made by a game designer, with a mix of static spawns and wanderers, and for me at least - much of the care evident in zones like Guk, Chardok, and the Hole is evident in these new zones. This isn't randomly generated content. Spread throughout the dungeon are some rare monster spawns, although you cannot “camp” inside most dungeons as they do not respawn. Additionally there are the new interactive objects in the dungeon as well. In our adventure we came across two: a box and a chest. (Although the rewards haven’t been placed yet, so opening them was somewhat anti-climactic) Rogues and bards have the ability to use lock picking and trap disarming skills to open these objects, while Enchanters, Magicians, Necromancers and Wizards can cast a line of spells to open some as well. Yet other objects depend on the priest classes to remove curses to safely open the box. Our box was inadvertently opened by an enthusiastic enchanter *cough* which then required us to spend some time healing and removing the curse I accidentally inflicted on everyone. *whistle* The real reward you seek for taking up an adventure is the successful completion of your task. After fighting deep into the caves in this dungeon we came across the large spider we were asked to find, and managed to slay it. Doing so prompted large yellow letters to appear on the display and we were each rewarded with 2 adventure points. The adventure points can be spent at adventure merchants to buy items. Raids work very similarly to single group adventures, except that instead of 4 people required to start one, you need to have a minimum of 18 people (Max 36) in order to begin a multi-party adventure or raid. Raids have a target as well as a description of your challenge in the window, and a time limit – although in most raids the challenge can be evenly spread between both the monsters themselves and the time limit. Raids also grant adventure points upon completion. Corpses are handled by the adventure system as well. In the event that you have a corpse in a dungeon when it “deconstructs” - almost always a result of failing an adventure, your corpse will appear outside the zone in where you started the adventure. To quickly recap the adventure system: 5 themes for adventures, this controls the type and feel of zone you get. 10 zones per theme (8 for Guk) each is a distinct zone with different layouts. 4 different types of tasks you may be assigned when asking for an adventure 11 Distinctly tuned difficulty settings, with Normal and Hard available to you based on the level (not gear) of your group. When you accept an adventure, once you enter the zone you’re told to find the adventure in, a mark will appear on your compass. 30 Minute timer to get your group to the adventure starting point. 90 Minute timer (variable depending on raid), to complete the task in order to succeed in the adventure. Multiple forms of potential reward – Adventure points, Interactive object rewards, and traditional EQ semi-random loot that we all know and love. --Illia More Screenshots: a_box.jpg adventure-merchant.jpg adventure-text.jpg adventure.jpg closed_chest.jpg cloud.jpg cloud2.jpg cramped-hall.jpg dungeon.jpg entry.jpg erratic_torrent.jpg fight-hall.jpg fight.jpg fighting.jpg final-fight.jpg frogs.jpg frostfoot_brawler.jpg goblins.jpg graveyard.jpg hatchling.jpg inside.jpg open-chest.jpg room.jpg steps.jpg the-boss.jpg torrent.jpg torrents.jpg we-win.jpg Guk Raid Screenshots: aug1.jpg guk1.jpg guk2.jpg guk3.jpg guk4.jpg guk5.jpg

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Two Notes
# Aug 30 2003 at 6:55 PM Rating: Good
Two comments.

One: Looks like Illia has is spell opacity set a little high.

Two: Those golems in some of the shots are wrong. They should look like Ice Golems, not Earth. Again, I blame Illia... :)

Absor

(anon only because it seems that the login function is busted right now)
You get adventure points? Does this mean you don't get XP?
# Aug 30 2003 at 5:50 PM Rating: Default
Do you get XP for killing individual mobs, or does it acrue until after the adventure is done? Or, *shudder*, not at all? Not sure how much I really like the interactive and progressively upgrading weapons system, will have to see. But I'm going to be a little miffed if I find out that XP doesn't work at all in these dungeons.

Wenasa Masterchef
51st Season Half Elf Ranger of Karana
Ayonae Ro
RE: You get adventure points? Does this mean you don't get X
# Aug 30 2003 at 6:00 PM Rating: Decent
30 posts
Nevermind, I noticed in the picture entitled we_win.jpg, they gained experience and game experience, so that's how they make the distinction.

Wenasa Masterchef
51st Half Elf Ranger of Karana
Ayonae Ro

Edited, Sat Aug 30 18:50:17 2003
RE: You get adventure points? Does this mean you don't get X
# Sep 01 2003 at 3:09 AM Rating: Excellent
***
2,553 posts
I believe the double xp messages are a bug personally..
____________________________
--Illia
Fumus, draco magus incoluit mare.
Myrx - 70 Holy Priest, Myr - 70 Resto Shaman, Gryd - 70 Prot Warrior
More dirt!
# Aug 30 2003 at 5:08 PM Rating: Good
I'm rather curious about what you were able to buy with your points. Was it worth saving for a while, say... 150 points or more? Is one zone and/or adventure worth more points than another? Did you go in without a rogue? Where's the dirt? Of course, we could hound you all day and night for info, so don't feel any pressure to answer lil' ol' me. 8b

Thanks for the screenshots and the info you've given us Illia! If what I've seen is only scratching the surface of LDoN, I know I will like this expansion better than a few others. 8D

- Exthiss Greystorm 53 Disciple of Fear, MT, Exiled Gatekeepers

Edited, Sat Aug 30 17:59:30 2003
RE: More dirt!
# Aug 30 2003 at 8:01 PM Rating: Default
since it seems ppl are allowed now to give up such information (I was suprised to see the updates here and on EQTraders), you get more points as you level...2pts for their level 25 group..it's more in the area of 50 for 65s...and around 70 for the Hard 65...Raids, I think give about 4x the points than a normal adventure of that level
Worst Nightmare
# Aug 30 2003 at 2:07 PM Rating: Default
Hmmmmmmmm......Yet another expansion = more patches for me to download on my 56k =)
RE: Worst Nightmare
# Sep 01 2003 at 11:45 AM Rating: Good
They still make 56k??? =^)
Sounds great
# Aug 30 2003 at 7:48 AM Rating: Decent
22 posts
Thanks for the information and sharing your experience of testing out the new set up Illia. It sounds very interesting and it definately will add some new challenges to EQ.

Woot!
# Aug 30 2003 at 3:50 AM Rating: Decent
Holy Shiznik this sounds like it is going to be a ton of fun!
RE: Woot!
# Sep 07 2003 at 10:30 PM Rating: Default
should be a blast, finally something to encourage grouping a little more. ws disappointed in LoY lfg tool....hell noone uses it lol. hope the bugs are limited for the release date so all can enjoy


Wiliben Nimblefinger 47th Rogue of Tunare
RE: Woot!
# Sep 09 2003 at 2:59 PM Rating: Good
*
94 posts
The tool itself is great, its the fact that no one uses it that makes it worthless.
RE: Woot!
# Sep 07 2003 at 10:30 PM Rating: Default
should be a blast, finally something to encourage grouping a little more. ws disappointed in LoY lfg tool....hell noone uses it lol. hope the bugs are limited for the release date so all can enjoy


Wiliben Nimblefinger 47th Rogue of Tunare
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