Finished my first Foundry quest, and hoping to get some reviews going. Why should you play it? It has pie. Lots of pie. Pie thieves, heroism, and then more pie. A humble 15m daily-type quest, for your amusement.
NW-DTLZ3VNHR
Thanks!
Edit: The quest is now searchable by name: "A Piece of Pie", if you care to give it a whirl.
I'll see if I can do one tonight. Pie is good, and I'm also eager for anything with a more light-hearted, less end-of-the-world tone. (Not that it's bad for the world to be in danger of ending due to a horrific betrayal involving an ancient evil, it's just that that happens eleven times a week already.) And along those lines, the quest in my signature could use a few more reviews, and is also a bit light-hearted and offbeat.
Thanks for the feedback. I appreciate people taking a minute to play and respond.
FYI, there are no stacked encounters in the quest, except for the very first, which is 2 standard / mixed encounters. You do get 2 guard NPCs to help your side that should aggro everything first. However, there are a number of patrols and ambushes later on, so if you plow through as fast as possible, you'll end up getting several packs at once.
Personally I played it with my 60 CW (9.3k GS) and drank two potions to complete it. I'd definitely like to know how other classes fair and tune as such.
Sounds fun, I'll run that after I cook my dinner (which has no pie involved, unfortunately). Would appreciate a run through mine if you get the chance...it's also a daily-type thing, slightly silly...
Leader of Conviction: find me in game if you're looking for a friendly guild!
Looking for reviews (will trade)! Arachnophobia Code: NW-DMRQYIZQT
For all the spider-haters out there
Cute, I liked it. I just noticed one spelling error, when you're speaking to Returned Tubby Tom at the end, you left an i out of "acquaintances".
Also, on the "end dialogue and mobs jump you" spots, you might want to move the encounter back away from the NPC a bit, just so the mobs don't have instant combat advantage on the player. for some, that's a death sentence. Meaning, make it so they all spawn in front of the player. I know you might want them to ambush for story purposes, but practically speaking, people will just get ticked off if they die to something they can't control.
Otherwise, fun times
Leader of Conviction: find me in game if you're looking for a friendly guild!
Looking for reviews (will trade)! Arachnophobia Code: NW-DMRQYIZQT
For all the spider-haters out there
0
crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
Thanks for the reviews and feedback so far. I've gone and made a number of adjustments, mostly scripting a new event with Tom to create a little more character.
Notes:
-Adjusted mob positions in several places to make ambushes more visible / fair
-Added dynamic lights to Firestarters
-Added a new interaction with Tom to improve pacing
-Added details and more dialogue to final map
-Added music
-Increased humor by 31%
0
apocrs1980Member, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
FYI, there are no stacked encounters in the quest, except for the very first,
In the Town-Square there are two "static" groups of Mobs, 1x Patrolling, and (IIRC) 1x "Spawn At Waypoint" group (up on scaffolding).
Now, you may know exactly how to pull those groups so that there's no chance of you ever getting a second group. But a 1st time player (and the vast majority of the players are going to be 1st time / only time players) do not.
I learned this with my 1st quest, there are two groups in close proximity to one another, and I can pull the 1st group every time without triggering the second, because I know exactly how close I can get. Other player's don't have that inside knowledge, and they really won't stand around for 5 minutes watching the patrollers to see where they go, and work out timings.
Bearing in mind that for 4 of the current 5 classes the "defence / avoidance" skill for any major attack is some variant on "run away" then we, as level designers, really need to give players some room to do that without automatically triggering adds.
I can see the point, but if the player can't handle two groups of Kobolds, they may have problems elsewhere. I think I'm used to MMOs where you have to be cautious about too many enemies, so waiting a few seconds for a patrol is natural.
Also, some feedback I've been getting lately is that it's too easy, while some say the quest is too hard. I guess that means its about right?
I've added a lot of details to help flesh out the environments, along with a few intermediate objectives. Overall the quest has had a lot added since its first reviews to flesh out the story and add feature moments in between the combat sections. Even though I didn't receive much criticism on pacing, it feels much more complete now that there's several stages of interaction between yourself and the antagonist.
The only thing that's dismaying me is the average time is sitting at 14 minutes. A few more plays and I think it will be at the 15 minute daily mark I aimed for initially. For some reason the first few runs clocked in at like 5 or 6 minutes, my first run showed 0 minutes. Not sure what that was about.
Hopefully those of you who haven't tried it will give it a spin, it's a quick and entertaining little quest. Help me get to 15 minutes!
Comments
Good stuff. not enough quests about pie, I say.
Bill's Tavern | The 27th Level | Secret Agent 34
No promises.
And thanks for the review!
I'll be honest I prefer my quests more story driven, but I wouldn't mark this down because of that.
I ran it on my level 7 CW, with no healer a couple of those "stacked" encounters were very tough, and may prove to be so for higher level characters.
I thought the costuming was brilliant, and I thought the "twist" at the end was a nice surprise too.
Nicely done.
All The Best
Looking For Reviews For Your Foundry Quest?
Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
FYI, there are no stacked encounters in the quest, except for the very first, which is 2 standard / mixed encounters. You do get 2 guard NPCs to help your side that should aggro everything first. However, there are a number of patrols and ambushes later on, so if you plow through as fast as possible, you'll end up getting several packs at once.
Personally I played it with my 60 CW (9.3k GS) and drank two potions to complete it. I'd definitely like to know how other classes fair and tune as such.
Looking for reviews (will trade)!
Arachnophobia
Code: NW-DMRQYIZQT
For all the spider-haters out there
Also, on the "end dialogue and mobs jump you" spots, you might want to move the encounter back away from the NPC a bit, just so the mobs don't have instant combat advantage on the player. for some, that's a death sentence. Meaning, make it so they all spawn in front of the player. I know you might want them to ambush for story purposes, but practically speaking, people will just get ticked off if they die to something they can't control.
Otherwise, fun times
Looking for reviews (will trade)!
Arachnophobia
Code: NW-DMRQYIZQT
For all the spider-haters out there
Notes:
-Adjusted mob positions in several places to make ambushes more visible / fair
-Added dynamic lights to Firestarters
-Added a new interaction with Tom to improve pacing
-Added details and more dialogue to final map
-Added music
-Increased humor by 31%
A humble pie???
Ravenloft
Look for@Apocrs1980 or visit the main page here or Ravenloft here
I didn't find it too bad personally... would like more diverse class opinions, especially high level DCs
Seriously, it's disturbing.
In the Town-Square there are two "static" groups of Mobs, 1x Patrolling, and (IIRC) 1x "Spawn At Waypoint" group (up on scaffolding).
Now, you may know exactly how to pull those groups so that there's no chance of you ever getting a second group. But a 1st time player (and the vast majority of the players are going to be 1st time / only time players) do not.
I learned this with my 1st quest, there are two groups in close proximity to one another, and I can pull the 1st group every time without triggering the second, because I know exactly how close I can get. Other player's don't have that inside knowledge, and they really won't stand around for 5 minutes watching the patrollers to see where they go, and work out timings.
Bearing in mind that for 4 of the current 5 classes the "defence / avoidance" skill for any major attack is some variant on "run away" then we, as level designers, really need to give players some room to do that without automatically triggering adds.
All The Best
Looking For Reviews For Your Foundry Quest?
Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
Also, some feedback I've been getting lately is that it's too easy, while some say the quest is too hard. I guess that means its about right?
Just a few more reviews and I can submit for Foundry - let me know if you want to trade reviews.
The only thing that's dismaying me is the average time is sitting at 14 minutes. A few more plays and I think it will be at the 15 minute daily mark I aimed for initially. For some reason the first few runs clocked in at like 5 or 6 minutes, my first run showed 0 minutes. Not sure what that was about.
Hopefully those of you who haven't tried it will give it a spin, it's a quick and entertaining little quest. Help me get to 15 minutes!
A Piece of Pie
NW-DTLZ3VNHR
Edit: Rated and reviewed!
Every time they idiot-proof something...they make better idiots.