What is the point of Evendim?


So far the entirety of Evendim feels like an extended series of side quests that exist mainly to rack up enough levels to be able to go back to the Trollshaws and continue the epic story.

The sense of things being unduly drawn out starts with the main contact at the first quest hub refusing to talk to you until you've done some busywork for three other contacts, and then when he sends you to the second quest hub the main contact there also refuses to talk to you until you've done some busywork for four other contacts.

Fine, I'll take that from the DĂșnedain, reluctantly, but when the depressed, pessimistic peasants squatting in Ost Forod come out with the same attitude I'm not feeling very motivated to help them out.

Seriously, is it any wonder that the Men of Numenor hold themselves aloof from these whiners? The elves in Neverwinter's Sharandar are still more obnoxious as questgivers go, but at least they can summon the energy to look down their noses at you, unlike this lot.

It doesn't end there. During my last run of DDO I talked about quest chains that send you into the exact same area again and again in order to complete different objectives, and all the while racking up dozens of extraneous kills. There's plenty of that in Evendim. I guess it's one way to get a few slayer deeds done.

Evendim was added to the game after the launch of Shadows of Angmar, and that is likely why it feels so detached. It's a great looking zone but there's just not much to it, and I'm undecided as to whether to stick it out and see if it gets more interesting, or head back to the Trollshaws and continue with the epic story.


Incidentally, what's with the aggro range in this game? It always strikes me as bizarre that I can get into a fight with an enemy standing by a campfire while another enemy who is standing at the same campfire does nothing. This isn't unique to Evendim – it's quite common in Dol Dinen in the North Downs – but it never stops being weird.
 
 

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