Lost Dungeons of Norrath NDA Lifted

Here's the post from the official site: "As of September 4th, the Non-Disclosure Agreement for the Lost Dungeons of Norrath Beta is no longer in effect, except that a beta participant's confidentiality obligation shall continue with respect to information concerning the beta program and all feedback and comments (whether from the participant, any other participant or from SOE employees)." So I'll open this thread up for the LDoN beta participants to give their impressions of the expansion and also answer any questions the rest may have. Please post away.

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Sceenshots?
# Sep 16 2003 at 12:41 PM Rating: Default
On Pg.2 The Honorable Czaemon Gurn Posted some sceenshots. If you look at them the buffs bar and spell bar have a new look to them. I got LDoN and they don't look like that. Is that just some thing they were doing in bata that never wen't live?
RE: Sceenshots?
# Sep 23 2003 at 10:54 AM Rating: Good
nope.. I just customized my UI
soloing
# Sep 14 2003 at 10:01 AM Rating: Default
If ya really have to solo and you want to go to the new zones, then you might want to try finding 4 other solo classes and enter the dungeon together. After that split up and go your own way. The dungeons are big enough to do so. Only prob you might have is mobs might be a little tough to solo but if your a good soloer might be worth the challenge. Just my 2 cents
soloing
# Sep 14 2003 at 10:01 AM Rating: Default
If ya really have to solo and you want to go to the new zones, then you might want to try finding 4 other solo classes and enter the dungeon together. After that split up and go your own way. The dungeons are big enough to do so. Only prob you might have is mobs might be a little tough to solo but if your a good soloer might be worth the challenge. Just my 2 cents
Puzzle?
# Sep 14 2003 at 12:36 AM Rating: Default
Did anyone figure out the puzzle at the LDON website?
RE: Puzzle?
# Sep 19 2003 at 5:18 AM Rating: Default
The Puzzle gave the first hint to upgrade the backpack. For complete details on how to upgrade the backpack, look below in this forum.
Puzzle?
# Sep 14 2003 at 12:34 AM Rating: Default
Did anyone figure out the puzzle on the LDoN website?
my cat needs a stone too
# Sep 12 2003 at 12:44 AM Rating: Decent
is there a contact in shar vahl i can send my cat to so he can get an adventure stone?
Starting LDON ??
# Sep 11 2003 at 12:31 PM Rating: Decent
Need some help please. LDON bought, installed,
registered and files d/l from game. Am Human, Druid,
Lev 60, Diety is Karana. Have talked to the LDON Npc
in Qeynos (Mermaids Lair), talked to LDON NPC's in,
West Karana, and Raithe Mountain. I can't get any
response from any of these NPC's. Also talked to an
NPC in the Freeport tunnel --by Nexus Book, she tells
me that she can tell me more once I have done some
adventuring. But then no response from her on any orther prompts. Can anyone help me give em directions, so i can get started with LDON pls???
RE: Starting LDON ??
# Sep 11 2003 at 1:01 PM Rating: Decent
You don't have to have the adventure stone to enter the new zones. It's just a nice thing to have because it allows you to port between adventure camps.
Level 65 in LDoN
# Sep 11 2003 at 10:36 AM Rating: Decent
16 posts
Ok i would like to get a feel if anyone else had the same problems we did.
Our group, 65 pally, 20 defensive AA's, and pretty well equipped(6678 hitpoints with buffs, 1467 AC), 65 cleric, 64 chanter, 63 shammy, 64 wizard, 65 rogue with a ton of AA's.

First time in we started heading towards the boss by fighting our way to him. with about 15 minutes left on our timer, we realized we where never gonna make it, so we started pacifying and using IVU to get past mobs. find the boss in a room, we have 6 min left. Boss has 3 mobs around him, so we pacify them and pull the boss with a stun, which we now find out he is immune too. I (the 65 pally) get dropped to 20 percent health in about 2 to 3 seconds, get my hands off, cleric casts a quick heal for 1500, it hits, she begins to cast another quick heal immediatly following, Im dead. Total length of fight, less than 8 seconds. After CR, we get another mission. Go to a different part of deepest guk. Everything looks the same as the dungeon we were in before. This time we decide to pacify ivu all the way to the boss. Had to get into a couple of fights when a pacify resisted or ivu faded, but eventually found the boss with about 30 min left. We clear the room just outside his room to pull him. This time I tell the shammy to slow asap. I stun the mob (again, immune. i really hate that) Mob comes to me, shammy starts casting slow, cleric starts casting quick heal, I die before either hits and it stunned me so i couldnt get off LoH. wizard evacs.

Now dont flame me saying I suck, and Im a winer, im just wanting to see if this is just me, or if everyone is having the same problem in the higher lvls with the boss mobs. If its gonna take teir 3 planes equpped toons, with 100+AA's to be successful in here, i would like to know. If you have tried this with a 65 group, plz post your experiences.
RE: Level 65 in LDoN
# Sep 11 2003 at 1:08 PM Rating: Decent
I had this happen in beta where the MT died on the boss mob pull. What we did was shammy rooted the mob, I (a rogue) stood close to keep the mobs attention, I hit nimble disc so I didn't take any dmg, the shammy slowed, and I tanked for the rest of the fight. Once they are slowed it's not hard to keep even a rogue up to tank. So just because the MT dies doesn't mean it's not still very doable. You might try pulling it a bit out and casting a quick root (if it's rootable) so the shammy can debuff and slow before you actually engage.
Backpack Upgrade Quest
# Sep 11 2003 at 6:05 AM Rating: Good
Hi everyone, I just wanted to let you know how to upgrade your backpack (if you got the retail ver of the game)...

Basically you need to go to the Wayfarer camp in Everfrost peaks (loc is 1900, -5000 I think) and speak with Kizpi.

She will give you an item and a note, then tell you to go to the camp in East Commonlands and give the note to Kayci, who will also give you an item and another note.

Take this note to the camp in North Ro and give the note to Shelie, who gives you an item and a note. She then tells you to take that note to Jilsuia in the BB camp (loc is -1105, -2530)

Finally take that note, and your 3 items and bag to the camp in S.Ro, talk to Dahdd Jonne, give him the note and he will then tell you to give him the 3 items and your bag (make sure your bag is empty when you give it to him) and you'll recieve the upgraded bag.

Hope this helps :-)
RE: Backpack Upgrade Quest
# Sep 12 2003 at 8:52 AM Rating: Decent
Just a quick correction:

Step 1: Everfrost speak to Kizpi: Note

Step 2: East Commonlands speak to Kayci and give Kizpi's Note: Note and Rujarkian Orc Hide

Step 3: North Ro speak to Shelie and give Kayci's Note: Note and Stone Frog Skin

Step 4: Butcherblock speak to Jilsuia and give Shelie's Note: Note and Bloodguard Mummy Wrappings

Step 5: South Ro speak to Dahdd and give Jilsuia's Note: Give Rujarkian Orc Hide, Stone Frog Skin, Bloodguard Mummy Wraps, and your Satchel. Reward:

Reinforced Satchel of Abu-Kar
Container: CLOSED
NO DROP
WT. 1.0 Weight Reduction: 50%
Capacity: 10 Size Capacity GIANT

Hope that helps, and credit goes to Cuttena Highleaf! Well done!
RE: Backpack Upgrade Quest
# Sep 12 2003 at 8:27 AM Rating: Decent
Thank you so much for the info...the puzzle on the EQLive page was driving me nuts! lol
LDoN Rocks for Me!
# Sep 10 2003 at 11:25 PM Rating: Default
I am really happy with the new Expansion I can understand y its not for everyone though there are definatley some issues with grp balance (IE i have failed everytime we did not have a bard or chanter) but that could also be contributed by the players... =p However as for my experiences in the dungeons it is really fun almost like a diff game with timelimits and new augs which though are not that impressive still make me think about options... With my paladin ill prob try to win all the Wisdom augs i can since all my stats are goign towards Melee stuff atm but who knows! I do know that a few pages back some one posted a link to Beta Maps and though these maps do not cover all of the diff layouts that can appear i have found that several are working and helped a 4 man grp get to an Assasination mission just in time... Ok one thing to all the Paladins out there that are lazy or Arrogant like me... GET SLAY UNDEAD NOW (all 3 ranks for max effiency)! I have several AA's and could have had Slay undead ages ago like most paladins do but for egotistical reasons (i dont want my Duke title I like Sir better ) I never got it and now im kicking myself! so many skellies and undead in so many of the dungeons at full SU3 from what i heard it will proc at least once thats like an extra 1000 to 5000 dd to undead per fight on a 50dmg base weap! helps alot now im about um 21 AAs to gettin SU3 or 6 from my first rank but this is my 2 cp for Paladins you will be loved! As it is i think this place rocks get those maps and those anti undead abilities and i think anyone who likes grping will love this expansion... Sorry for lack of Punctuation and spelling writing this in a rush at work !

http://www.magelo.com/eq_view_profile.html?num=397867

Rallos ZEK sucks now
# Sep 10 2003 at 10:00 PM Rating: Default
Since any moron can make any piece of dropable gear no drop, Rallos just became like Tallon and Zullon
RE: Were?
# Sep 10 2003 at 4:51 PM Rating: Default
Ok but do you know were in Everfrost, South Ro, North Ro and Butcherblock the camps are located?
RE: Were?
# Sep 10 2003 at 6:44 PM Rating: Default
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508 posts
Butcherblock, very near to the zone to Greater Fay.

South Ro, near to the zone to Innothule (not far from the orc camps).

Everfrost, near the fork in the river.

North Ro, north of the tunnel entrance to E. Commons
What do they sell?
# Sep 10 2003 at 2:27 PM Rating: Default
I Know that the Adventure mechants sell augs and some charm thing but are thoughs the only things they sell?






Nishelle Agroed 35 Enchanter Gnome
Arwwan Lovesung 27 Bard Wood Elf
RE: What do they sell?
# Sep 10 2003 at 3:51 PM Rating: Decent
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215 posts
No, they also sell spells and other equipment. As you bank more favor points with the Wayfarers, you'll be shown more and more stuff that you can buy from the adventure merchants.
Were?
# Sep 10 2003 at 2:14 PM Rating: Default
Were are the Camps locations?
RE: Were?
# Sep 10 2003 at 4:26 PM Rating: Default
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508 posts
East Commons tunnel, North Ro, South Ro, Butcherblock, and Everfrost.
Enchanter spells and Bard songs
# Sep 10 2003 at 11:44 AM Rating: Default
I have a 35 Enchanter and a 27 Bard. Do they get new spells and songs? And if they do ( i almost never play enchanter) can my bard get my enchanters spells for her? and like i said if they have songs and spells for there lvls please link them.



Your anser well be very welcome
Nishelle Agroed 35 Enchanter Gnome
Arwwan Lovesung 27 Bard Wood Elf
RE: Enchanter spells and Bard songs
# Sep 10 2003 at 4:34 PM Rating: Default
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508 posts
No, each earns their own items by doing the adventures. I do believe the spells are no-drop, and all are bought with adventure points, not plat as far as I know.
#Anonymous, Posted: Sep 10 2003 at 9:53 AM, Rating: Sub-Default, (Expand Post) First impressions are dissappointing, I like to solo and theres apparently no way for me to go in to explore on my own. Why must you be grouped with at least 4 to get an adventure??? Necros have been solo masters for ages and this expansion is a waste.
RE: Must Group to see?
# Sep 10 2003 at 4:30 PM Rating: Default
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508 posts
Answer for this has been stated before, but its because SOE has set aside hardware for the dynamic dungeons. Each dungeon consumes a fair amount of resources to run. They can still run 11,000 or so simultaneous dungeons. Number of players in dungeon is fairly insignificant to the resources. So, they can support 11,000 soloers, or 66,000 simultaneous 6 person groups. The more, the better, for obvious reasons.

Its only an issue for people who solo exclusively. If you group at least once in a while, then the expansion is great.
RE: Must Group to see?
# Sep 10 2003 at 4:00 PM Rating: Default
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215 posts
Why must you be grouped? The real answer is, "because SoE is trying to compress the player base into a single style of play to make generation of future content easier." The answer they WANT you to believe is, "because EQ is meant to be a rich, multiplayer experience, where players share the risk and the reward, and so grow together as a community."

The bottom line here is, although, like you, I generally prefer to solo, the LDoN dungeons are actually a lot of fun. The timed aspect of the dungeons really adds some spice when you're down to 10 minutes left and you suddenly start to hear the cries of the NPC you're supposed to be rescuing. Having said that, however, all is not just peachy with LDoN.

Having to put together a group is still a hassle, because although SoE CLAIMS that their dungeons are balanced for the groups that are assigned to them, the reality is that the dungeons are balanced for the LEVEL of the group, not for its makeup. I had a group last night with no crowd control, and we were given a dungeon where single-pulling was downright impossible, and with no decent spot near the ZI to which an FD-split pull could be dragged. Sadly, it's pretty clear that for most of the LDoN dungeons, crowd control is going to be essential, so shopping for chanters or bards is still going to be the bottleneck in making a practical group.

So, if you want to play in LDoN, yeah, you're going to have to group. If you don't want to group, then that's fine, too...just please stay out of EC, N Ro, S Ro, BB, and Everfrost, as those zones are suddenly lag monsters due to the presence of Wayfarer camps.
RE: Must Group to see?
# Sep 10 2003 at 4:15 PM Rating: Decent
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508 posts
Quote:
although SoE CLAIMS that their dungeons are balanced for the groups


No, they have never said this. Actually, they said the opposite. They said they use the average group level to generate teh dungeon, nothing else. It would be too complex a process to customize every dungeon for every possible group combination (including level differences of various classes).
RE: Must Group to see?
# Sep 11 2003 at 1:41 PM Rating: Default
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215 posts
A direct quote off the LDoN front page hype:

Personalized Adventures tailored to challenge your group.

Your group. Not "a group of your level", "your group". The logic for doing basic tailoring isn't that hard:

If (Enchanters+Bards>0) HighDensity=1;
If (Enchanters+Bards==0) LowDensity=1;
If (Fighters+Paladins+ShadowKnights+Rangers>3) HighAC=1;
If (Monks+Rogues>2) HighHP=1;
If (Pure_Casters>3) HighResist=1;

-aye

Some text of this message is probably copyright (c) 2003, Sony Online Entertainment.
New zones
# Sep 10 2003 at 1:55 AM Rating: Decent
oh and my next question are the "adventure dungeons" the only new thing or are there regular zones that were added? all i can find is a refference about a boat from OT,
RE: New zones
# Sep 10 2003 at 4:16 PM Rating: Decent
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508 posts
Only adventure dungeons are added, plus the wayfarer camps.
Rangers
# Sep 10 2003 at 1:53 AM Rating: Default
I hear about the plus and minusses of several types has anyone tried a ranger and what they felt about it?
help
# Sep 09 2003 at 11:57 PM Rating: Decent
my roomate didnt pay attention when the measeage came up for him to talk the certain NPC he needed to and he logged off and got back on but the measage dosnt come up again so he has no idea on how to get started, his home city should be shurfall glade, any sugjestions on how he can get to the NPC he needs to talk to would be great


Edited, Wed Sep 10 01:01:03 2003
RE: help
# Sep 11 2003 at 10:05 AM Rating: Default
The "home city" for Suefall Glade is Qeynos. Go to the Mermaid's Lure and talk to the guy standing sorta beneath the stairs. Will edit in a bit when I get the more specific specifics,

Edit
OK, the Mermaid's Lure is in South Qeynos... at the dock where the boat docks (does anybody ever use the boat anymore??).
You want to talk to Warehnn Awlne (there is an actor-reporter named Warren Olney, in Southern California. Hmmm...)

That should take care of all you Surefall Gladers.

Robinya, among others

Edited, Thu Sep 11 12:09:00 2003
RE: help
# Sep 10 2003 at 4:19 PM Rating: Decent
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508 posts
If no one posts, then make a new char (even on another server), see what name it gives for surefall. Also - you will be quizzed on things he says when you are at the wayfarer camp. I scrolled up my text screen to look up answers. Other people made notes. Still others just watched what other people answered :). Lots of solutions.
RE: help
# Sep 13 2003 at 11:13 PM Rating: Decent
Scholar
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137 posts
Characters under level 15 do not get the message to seek out the wayfarrer.

Note: This message originally said level 20 but I recieved the message once my ranger hit 15 (Did not get the message at 14 but did at 15)

Edited, Mon Sep 15 20:03:09 2003
RE: help
# Sep 15 2003 at 10:55 AM Rating: Default
My 15th Cleric and 18th SK both got the message to look up the wayfarrer's. 1 acct has LDON the other does not.

failed quest ?
# Sep 09 2003 at 10:04 PM Rating: Default
Completed a quest for 20 goblin teeth. Didnt make the 90 minutes, but was told we had an additional 1/2 hr. Got no message when we got the 20th tooth. All ran to turn them in. The guy holding the teeth disbanded and rejoined before handing them in.... received no pts.

Did we....

a)- fail to complete it in the 1/2 hr, and thus got nothing?

b)- did the person disbanding somehow inadvertantly break the quest?

c)- did we get screwed by some trick involving disbanding?

d)- were we the victims of some bug?

I am assuming a (time was close), but I figured I would ask.
RE: failed quest ?
# Sep 10 2003 at 4:22 PM Rating: Decent
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508 posts
Hmmm, sounds odd to me. I would petition it and see what they say about it. It does sound odd though.
RE: failed quest ?
# Sep 10 2003 at 3:08 PM Rating: Default

you have 90 minutes to complete a dungeon then 30 more minutes to clear it out thats why you failed you missed the 90 minute mark
RE: failed quest ?
# Sep 10 2003 at 4:03 PM Rating: Decent
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215 posts
I think his point is, when you fail the initial time limit, you're told that if you can still complete the mission objectives within the next 30 minutes, you'll receive a lesser reward, and although they accomplished that, they received no reward of any kind.
RE: failed quest ?
# Sep 13 2003 at 11:18 PM Rating: Decent
Scholar
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137 posts
What were the levels of the characters involved. When playing with my level 20-25 characters I only recieve 1-2 points for any adv, hard to give a lesser reward when the base reward is 1 or 2.

If your characters were level 50-60 I usualy recieve 15-25 points but have never completed a quest in the extra time frame so dont know what a partial reward for 50+ char should be.
RE: failed quest ?
# Sep 24 2003 at 1:36 AM Rating: Decent
got 1 adventurer point when we got a partial completion with a lvl 55 or so group
Failure
# Sep 09 2003 at 9:45 PM Rating: Decent
If u run out of time in an adventure, you fail, but they give you an extra 30 minutes to complete it to gain a small amount of points. It still counts as a failure. Also on a side note, the caps for Disarm Trap and Sense Trap for bards have been increased-yay!
More Questions
# Sep 09 2003 at 9:35 PM Rating: Decent
1) If you ***** up and fail a mission, will you later be able to try the same mission again, or will the game keep track of the missions you fail and prevent you from trying again?

2) If you succeed in a mission, will you be able to take that mission again later, say after you gained 10 more levels, or is that mission now forever closed to you?
RE: More Questions
# Sep 10 2003 at 4:25 PM Rating: Decent
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508 posts
1) Yes, as often as you wish. No penalty for failure except that you see your success/fail rate listed

2) Yes, as often as you wish, at each level, and at each camp. If you like one, you can keep selecting that one, although you may very well get a different dungeon layout and mobs. Also, it may change depending on the group you go with (ie. a group who's average level is 5 below you, same as you, or 5 above)
LDoN accts vs. non-LDoN accts.
# Sep 09 2003 at 5:38 PM Rating: Decent
Anyone want to hazard a guess what will happen to a piece of non nodrop equipment that has been augmented and is sold to a player that has not bought LDoN?
RE: LDoN accts vs. non-LDoN accts.
# Sep 10 2003 at 6:49 AM Rating: Default
If it is a droppable and then augmented it becomes no-drop and cant be traded.Plain and simple - if you dont believe me go to Station.com and look at the transcripts there.
RE: LDoN accts vs. non-LDoN accts.
# Sep 09 2003 at 8:23 PM Rating: Good
they will be able to use it.. if its not no drop
Level Difference??
# Sep 09 2003 at 3:42 PM Rating: Decent
Read through, and I see the note saying the max differential in levels is scaling between 5 and 10 at the high end.

My follow up question to this information is: At what point in the process of signing up for an adventure do you find out that your group has too great a difference? Will the Brotherhood refuse to give you an adventure, and tell you why?

Also, any idea what the level range is for the raiding party adventures?

Thanks in Advance,
Mauss
RE: Level Difference??
# Sep 10 2003 at 4:39 PM Rating: Decent
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508 posts
This may have been changed since beta, in which the level difference was set to 7 (total, from lowest to highest in the group). In production it may have been adjusted, so we will probabaly hear more about that over the next few days as people post.

Also - it could very well change over the next few weeks, depending on what feedback SOE gets.
RE: Level Difference??
# Sep 09 2003 at 3:57 PM Rating: Good
won't let you get an adventure with more than the level diff.
Players in a group
# Sep 09 2003 at 1:16 PM Rating: Default
I heard the dungeons will Become as dangerous as they need to be for the level of your gooup.. But what if you do not have a full group of six.. Will they still be possible if you only have 4???

RE: Players in a group
# Sep 09 2003 at 2:09 PM Rating: Decent
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120 posts
Just going by what I have read, you assemble your group of 4-6, then get the quest assignment. So I would assume that the difficulty would be greater for a 6-person group than for a 4-person group, since you are not allowed to add more group members after you receive your quest.
RE: Players in a group
# Sep 09 2003 at 4:38 PM Rating: Default
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508 posts
People told me that the dungeons adapt for group size, but I am not sure of that. The 4 person groups felt like the adventure was harder. My thinking is that you get more diversity in larger groups, and in general the fighting seems easier.

Let us know what you think once it is all live though :)
RE: Players in a group
# Sep 09 2003 at 1:25 PM Rating: Default
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508 posts
Yes, but I thought the group of 4 is harder than the group of 6. It could be due to the lack of variation in the group though - with 6 people you just have that many more options to get things done.

But, the same thing is true in normal dungeons as well.
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