Dahknarg Progression Thread
Re: Dahknarg Progression Thread
Today's work:
Removed the Rewards from:
Bloodhowler Threat (Legs)
Bloodhowler Technology (Arms)
Proving Your Strength (Chest)
Added Rewards to:
The Foreman (Gloves)
Bloodhowler Threat (Vulmane Sack)
The Offering - Helm
Created New Quests:
Learning Your Place (This is basically to let players know they should speak with Aladar next and get "The Clans" Line).
Return to Swiftfang Scout Aladar. This sets you back on track to the East Gate.
Other Things:
Changed the East Gate to be a level 8 quest. (Since the Clan quests end at level 8)
When I first started playing Vanguard in the Beta, the "Tamed Dahknarg Wolves" were huge and lovely looking. Very fitting for the environment (If you didn't mind wolf people having wolves for pets). But after beta, they made the tamed dahknarg wolves look tiny, like dogs, and put a crappy black coat on them that often bugged out. They were more like timid dahknarg wolves. Anyway, I've made them twice the size they were and gave them the prettier gray wolf pelt.
Removed the Rewards from:
Bloodhowler Threat (Legs)
Bloodhowler Technology (Arms)
Proving Your Strength (Chest)
Added Rewards to:
The Foreman (Gloves)
Bloodhowler Threat (Vulmane Sack)
The Offering - Helm
Created New Quests:
Learning Your Place (This is basically to let players know they should speak with Aladar next and get "The Clans" Line).
Return to Swiftfang Scout Aladar. This sets you back on track to the East Gate.
Other Things:
Changed the East Gate to be a level 8 quest. (Since the Clan quests end at level 8)
When I first started playing Vanguard in the Beta, the "Tamed Dahknarg Wolves" were huge and lovely looking. Very fitting for the environment (If you didn't mind wolf people having wolves for pets). But after beta, they made the tamed dahknarg wolves look tiny, like dogs, and put a crappy black coat on them that often bugged out. They were more like timid dahknarg wolves. Anyway, I've made them twice the size they were and gave them the prettier gray wolf pelt.

Re: Dahknarg Progression Thread
Today's work:
Removed Rewards from:
Bloodhowler Raids (Gloves)
The Offering (Helm)
Hunt The Soul Eater(Boots)
Added Rewards To:
Bloodhowler Raids (Pauldrons)
Lieutenants - (Chest)
Rites of Passage (Helm)
The Offering (Weapons)
Bloodhowler Weapons (Legs)
Lieutenants (Chest)
The Bloodletter (Cloak)
Other Things:
Bloodhowler Raids - Changed from level 6 to level 8 quest (Might need to rethink this and change the Clans to level 6)
Added musical instruments for bards to some of the quests.
Reminders:
Need to add Bard Instruments to the rewards.
Create the following for Dahknarg: Rope of the Silvermane. Swiftfang Charm. Nighthunter Charm. Ghostclaw Charm. Their powers combined: Lucky Charms.
Okay, I think everything is in. I have streamlined the quests. I have added some filler quests to keep players on the right track. I've added a Dahknarg version of the lucky charms. All classes should have their weapons and gear (might need to redo the swiftfang gear so it's not the exact same as the ranger starter gear). Bards also get their instruments.
I need to run through it a few times on different classes to make sure it all works properly.
Removed Rewards from:
Bloodhowler Raids (Gloves)
The Offering (Helm)
Hunt The Soul Eater(Boots)
Added Rewards To:
Bloodhowler Raids (Pauldrons)
Lieutenants - (Chest)
Rites of Passage (Helm)
The Offering (Weapons)
Bloodhowler Weapons (Legs)
Lieutenants (Chest)
The Bloodletter (Cloak)
Other Things:
Bloodhowler Raids - Changed from level 6 to level 8 quest (Might need to rethink this and change the Clans to level 6)
Added musical instruments for bards to some of the quests.
Reminders:
Need to add Bard Instruments to the rewards.
Create the following for Dahknarg: Rope of the Silvermane. Swiftfang Charm. Nighthunter Charm. Ghostclaw Charm. Their powers combined: Lucky Charms.
Okay, I think everything is in. I have streamlined the quests. I have added some filler quests to keep players on the right track. I've added a Dahknarg version of the lucky charms. All classes should have their weapons and gear (might need to redo the swiftfang gear so it's not the exact same as the ranger starter gear). Bards also get their instruments.
I need to run through it a few times on different classes to make sure it all works properly.

Re: Dahknarg Progression Thread
Alright, folks. Dahknarg is open for testing. I didn't have time to run all the classes through, I realized that's what you guys can do for me.
So make sure:
#1. Quest text makes sense. I moved a lot of rewards around, some quests that had rewards don't have them anymore. Make sure the questgiver doesn't say something like "I hope these boots will help you on your journey" and then there's no boots.
#2. All characters should end with a full set of Armor with: Nighthunter for tanks, Ghostclaw for healers and casters, and Swiftfang for melee DPS. All the armor and gear should have appropriate stats.
#3. All classes should end up with class appropriate weapons and/or shields
Remember, the Bloodhowler cave is tough and isn't meant to be soloed. If you have a hard time with it, type /say .aggro off That will make the mobs no longer attack you so you can get through it just for testing purposes.
So make sure:
#1. Quest text makes sense. I moved a lot of rewards around, some quests that had rewards don't have them anymore. Make sure the questgiver doesn't say something like "I hope these boots will help you on your journey" and then there's no boots.
#2. All characters should end with a full set of Armor with: Nighthunter for tanks, Ghostclaw for healers and casters, and Swiftfang for melee DPS. All the armor and gear should have appropriate stats.
#3. All classes should end up with class appropriate weapons and/or shields
Remember, the Bloodhowler cave is tough and isn't meant to be soloed. If you have a hard time with it, type /say .aggro off That will make the mobs no longer attack you so you can get through it just for testing purposes.

Re: Dahknarg Progression Thread
First off, great job - i did not encounter any issues apart from the unfinished diplo line. I did not encounter the newbie harvest quests - im quite certain these were somehow triggered by your class quest/trainer too so you wouldnt miss them.
Some thoughts tho:
For the bear skins quest - the drop rate of bear skins should be increased - it seems to be 30-40% right now, thats too low i killed about 25 to finish this quest.
For the cat collection (cant remember the name, where you put the little ones in the bag) - there are not enough cats roaming around, you have to wait for 1-2 spawn cycles to complete it.
Oknoms Supplies 4603 - Armol Furth did not have a Quest Marker to complete the quest, turning it worked tho (maybe related to zoning into a new chunk ?)
Generally - the Resists of these newbie NPCs are far too high, im having a 35% resist rate with all my Dots or DDs that is even on targets 2 level below me
Some thoughts tho:
For the bear skins quest - the drop rate of bear skins should be increased - it seems to be 30-40% right now, thats too low i killed about 25 to finish this quest.
For the cat collection (cant remember the name, where you put the little ones in the bag) - there are not enough cats roaming around, you have to wait for 1-2 spawn cycles to complete it.
Oknoms Supplies 4603 - Armol Furth did not have a Quest Marker to complete the quest, turning it worked tho (maybe related to zoning into a new chunk ?)
Generally - the Resists of these newbie NPCs are far too high, im having a 35% resist rate with all my Dots or DDs that is even on targets 2 level below me
Re: Dahknarg Progression Thread
Bear skins actually have a 50% drop rate. This is very close to how it was in live.
I'm very surprised about the hill cubs. There's actually 78 in chunk. They blend in super well with the background and the sparklies are really small, so you might not have seen them. (They do run around though, that helps to spot them).
Quest shields not showing up is a server issue, it's not a chunk or NPC issue.
Resists are also server based and not based on any chunk/NPCs. The devs have to look into that.
Quest shields and resists should be /bug reported.
I'm very surprised about the hill cubs. There's actually 78 in chunk. They blend in super well with the background and the sparklies are really small, so you might not have seen them. (They do run around though, that helps to spot them).
Quest shields not showing up is a server issue, it's not a chunk or NPC issue.
Resists are also server based and not based on any chunk/NPCs. The devs have to look into that.
Quest shields and resists should be /bug reported.

Re: Dahknarg Progression Thread
Making a note of this for myself: The stonecallers in IOD have a really cool spear weapon with a canine head on it. This is perfect for a DK orShaman spear and looks like it belongs in Dahknarg. I want to make a weapon of this later, maybe put it on one of the named in the bloodhowler cave.

Re: Dahknarg Progression Thread
This is for my own notes, consider this appearance for the swiftfang (So it no longer uses the default ranger one) 122005

Re: Dahknarg Progression Thread
I finally found a decent set of armor for the light fighters in Dahknarg, so I've edited the existing "Swiftfang" set. The reason I didn't like the original is that it was exactly the same as the starter gear for rangers - so if you were playing a ranger, you saw nothing new gear-wise. But now they've got a nice, spiffy looking new set.

Re: Dahknarg Progression Thread
Alright folks, one of the duties of the Content Designer is to constantly go back and upgrade scripts as the developers make more functions and tools for us to use. So now I need to update a lot of scripts that are in Dahknarg to make them more group friendly. This is something that players probably won't really notice at all, but something we need to do. So if it seems like we're not making any progress - note that this is a time consuming process and it's all behind the scenes stuff.
Anyway, let's get started.
NPCs Edited:
Young Bear (Young Bear Pelts) - Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
Spiritrager Volsar - No longer updates the group for "The History of the Spiritragers" when one person goes through the dialogue
Minor Soul Eater (Hunt the Soul Eater) - Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
Broken Fang Scout - (Broken Fang Steel) Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot. (Note, we are missing functionality for non-quest related drops, such as the Ragged Parchment that /starts/ a quest. Waiting for devs to make that functionality. Go back and fix this later).
Lobo - (Lobo Head) - Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
Growler - (Bear Skins) - Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
All Class Specific Trainers - Minor edits to ensure group is not updated if more than one of the same class is present in the group. I only tested this on Rogue and Druid. The other classes should be tested to make sure they all work properly. If not, let me know directly.
Razor Lukani (Paint) - Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
Bloodhowler Miner (Bloodhowler Technology) - Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
Bloodhowler Recruiter (Proving Your Strength) - Minor edits to ensure group is not updated if more than one of the same archetype is present in the group. (Only tested on Rogue and Druid. Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
Nighthunter Jerl (The Eastern Outpost) - Minor edits to ensure group is not updated when a player hails him.
Objects Edited:
Unpainted Rock - Will not update the group if one person clicks on the rock to complete the quest "Leave Your Mark"
Items Edited:
Bottle of Blood - Made sure that each individual on the quest has to pour the blood on the totem.
Quests Edited:
The History Of The Spiritragers (quest_id: 2162 ) - No longer updates the group for "Assist the Spiritragers" when one person turns in.
Soul Suffering (quest_id: 2153 ) - No longer updates the group for "Assist the Spiritragers" when one person turns in.
Hunt The Soul Eater (quest_id: 2168 ) - No longer updates the group for "Assist the Spiritragers" when one person turns in.
Proving Your Strength - Minor change to how "Meet with the Bloodhowler Recruiter" is updated.
Anyway, let's get started.
NPCs Edited:
Young Bear (Young Bear Pelts) - Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
Spiritrager Volsar - No longer updates the group for "The History of the Spiritragers" when one person goes through the dialogue
Minor Soul Eater (Hunt the Soul Eater) - Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
Broken Fang Scout - (Broken Fang Steel) Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot. (Note, we are missing functionality for non-quest related drops, such as the Ragged Parchment that /starts/ a quest. Waiting for devs to make that functionality. Go back and fix this later).
Lobo - (Lobo Head) - Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
Growler - (Bear Skins) - Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
All Class Specific Trainers - Minor edits to ensure group is not updated if more than one of the same class is present in the group. I only tested this on Rogue and Druid. The other classes should be tested to make sure they all work properly. If not, let me know directly.
Razor Lukani (Paint) - Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
Bloodhowler Miner (Bloodhowler Technology) - Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
Bloodhowler Recruiter (Proving Your Strength) - Minor edits to ensure group is not updated if more than one of the same archetype is present in the group. (Only tested on Rogue and Druid. Now uses Objective Check. Ensures quest item(s) drops for everyone in the group regardless of kill shot.
Nighthunter Jerl (The Eastern Outpost) - Minor edits to ensure group is not updated when a player hails him.
Objects Edited:
Unpainted Rock - Will not update the group if one person clicks on the rock to complete the quest "Leave Your Mark"
Items Edited:
Bottle of Blood - Made sure that each individual on the quest has to pour the blood on the totem.
Quests Edited:
The History Of The Spiritragers (quest_id: 2162 ) - No longer updates the group for "Assist the Spiritragers" when one person turns in.
Soul Suffering (quest_id: 2153 ) - No longer updates the group for "Assist the Spiritragers" when one person turns in.
Hunt The Soul Eater (quest_id: 2168 ) - No longer updates the group for "Assist the Spiritragers" when one person turns in.
Proving Your Strength - Minor change to how "Meet with the Bloodhowler Recruiter" is updated.

Re: Dahknarg Progression Thread
Now editing NPCs to have a loot table for Named drops:
Bloodletter Yuanak
Sentry Baghan
The Bloody Keeper
Angimor the Watchful (Needs more loot)
Skulker Noloba
Created:
The Growler - a named bear that drops some low level masks
Foreman Bloodfang - He was an existing named mob, but had no loot in live. I've added some jewelry to his drop table.
Green Fang - For some reason this level 10 3 dot was hanging around the level 3 area. I have moved him to the other side of Dahknarg and put a random spider ring on his loot table for now.
Blackmaw - Created her and her items
Bloodletter Yuanak
Sentry Baghan
The Bloody Keeper
Angimor the Watchful (Needs more loot)
Skulker Noloba
Created:
The Growler - a named bear that drops some low level masks
Foreman Bloodfang - He was an existing named mob, but had no loot in live. I've added some jewelry to his drop table.
Green Fang - For some reason this level 10 3 dot was hanging around the level 3 area. I have moved him to the other side of Dahknarg and put a random spider ring on his loot table for now.
Blackmaw - Created her and her items
