Friday, 20 August 2010

Lor'danel

OK :), finally got through the zone so lets crack on with the write-up, firstly as always lets set down a few thoughts initially about the zone.

1) This zone seems pretty near completion, the questing was extremely polished other than a few bugs and a couple of annoying quests.
2) This zone is massive in terms of questing, it might end up being the same length/size as desolace but in terms of worth-while screenshots it was way bigger, I might add however that the zone went pretty damn quick, it didn't really feel that long.
3) I absolutely loved this zone!!!
4) These write-ups will be pretty long, I split this zone into 7 zones where I could have split it into at least 10, so yeh.

Right, lets get onto feedback, firstly we start with the breadcrumb from Tyrande (2nd laziest faction leader behind the blood elf leader? :<, seriously it would be nice if she could get out of darnassus at least once), to head to Lor'danel the first major questing hub of the zone, completely new area and really it looks lovely, the textures are all amazing and very night-elf, loving it.

We land here via air and are immedietely charged with going out to rescue survivors at the landing spot, lovely immersion and really ties a breadcrumb into the zone, it's always nice to be able to like get a breadcrumb and be flunged straight into a "crisis" instead of say being given a generic breadcrumb which just leads to more boring quests in the area. So the quests we are given are to kill some water elementals and rescue night elf survivors from auberdine.

I have a bit of an issue with the elite Vile Terror here, I don't really disagree with it being here but the sentinels do barely any threat to it, so perhaps the audacious adventurer wants to help the night elf sentinels fend off the elemental attack but instead they take aggro and die/have to run away. They do net the elemental but urgh I just feel they should do massive threat so it isn't an issue. The actual quests though are very easy, all the guys you have to rescue have MASSIVE arrows pointing down at where they are, pretty cool. Would have liked if say the arrows disappeared after you rescued each person just for a little bit more immersion. Also the last guy is way away from the others and the arrow isn't in vision range of any of the other 3 which are all clumped in the same area, a little strange imo. I don't mind him being further away it just seems pointless to have the arrows if you can't see where the last guy is without looking at your mini-map.

Heading back you get quests to go around and kill some crabs for the buzzbox quests from vanilla, although I don't believe the quests here are anywhere like the same for them :D. Also you need to collect like a few clams. These quests are fairly straightforward and easy to complete. The drop-rate on the meat wasn't great from the crabs, but you had to kill basically the right amount to complete the clams quest so it wasn't really an issue, I just don't like random drop quests really :(.

You hand in the meat at the buzzbox and given a quest to collect a sample and head back to base, it's a small quest of course but it gives the next quest a sense of purpose and better quest flow by placing it here.

Continuing on with the buzzbox quests we are told to collect some bear guts to research the corruption behind the bears, this is a pretty standard kill quest. I had to compete with 2 other people for kills here and didn't run into any trouble completing the quest quickly, so a pretty nice standard kill quest. The follow-up takes us into Cliffspring falls where the corruption is coming from, theres also a quest giver on our way to the falls who tells us that the satyr from Teldrassil (the one you turned into a frog) is here spreading corruption, I don't really like the fact that a great time has seemingly elapsed between the 2 zones so maybe the quests in Teldrassil aren't meant to still be there.. Idk but it doesn't make much sense imo.

Killing any of the demons in the cave drops a starting quest item to free uncorrupted animals from cages, always a nice thing to do. There is also an apothecary table in this cave which gives a quest to basically head back to Lor'danel. All the quests in this area are very easy to complete, I feel like killing 8 vile grell is perhaps a little too small, perhaps 10 would be a better number for perfect synergy, considering you have to clear to the apothecary table aswell. The respawn time on Zenn Foulhoof felt a little longer than it should be, since I was competing for the kill from 2 other people in the area, regardless though these quests were pretty nice and lovely flow to them.

Heading back to Lor'danel you get a bunch of quests in Bashal'aran, the opening quests fill their purpose somewhat and overall flow very well, they are great in terms of a sense of time, basically these quests are designed to show time has passed from you saving the survivors to them recovering whilst you are out at cliffspring falls. I might also add I do like how the quest giver at cliffspring falls phases out when you have left the cave after killing zenn foulhoof, a really nice touch imo.

Anyway, onwards to the next area :)

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