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The Rose of Immortality - Revew trading x2 weeks

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  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    docsc00ter wrote: »
    Played through the adventure this morning, and took a few notes along the way:

    Interesting storyline. It might be helpful to have a "the story thus far..." moment at the beginning to recap what's already happened when this quest begins. Unless I'm mistaken, this adventure is intended as a prologue, though I felt like I was entering the middle of a story. Perhaps beginning the adventure in a library or something, learning about the Two Moons tale? Then taking a book to somewhere, only to end up shipwrecked on the island? Hmmm... Just a thought.

    Attractive environments, but definitely claustrophobic. (Which I liked, by the way.) However, sometimes mobs would get stuck in the geometry, making it difficult to fight. (All of the spawns right after the "chicken" fell into a little crack on the floor behind a jagged rock, and I had a dickens of a time positioning myself so that I could target them. Same thing in the bloody waters while stopping the ritual; the uneven floor beneath the water level caused mobs and guards to get stuck in odd places. And, sadly, Rathalda got stuck in the geometry of a rock where she spawned and couldn't figure out how to climb down and fight me. The guards couldn't figure out how to reach Rathalda, either. So I just stood there and casually blasted away until the boss was dead.)

    LOVED climbing down into the tight cave! I know how challenging it can be to create a space like that. Well done.

    I appreciated the encouragement to explore the maps a bit. Thanks for tucking details "off the beaten path." Vlad was a creepy surprise.

    I noticed a few typos along the way (i.e., it's "atrocities," not "atrosciousities"), but I'm afraid I wasn't keeping a list. The NPCs' dialogues are also interrupted by the occasional colloquialism, which sort of breaks the mood (i.e., "Boy is he powerful now"). And phrases like "try to grasp yourself" may invoke a response other than what you intended.

    I'll be interested to revisit the adventure as you continue to tune-it! :)

    Thanks for running it scooter. God forbid, if I had control over AI in this game - it'd be a smoother place overall. I will see what I can do about the guards not responding in combat. I may just put an invis floor across the entire Rathalda floor so the guards don't get confused. Again, that's really a design flaw of PWE and not really something I can easily fix but I will try.
    I will take a look at the spawn points you provided and fine-tune it up. I personally only experienced the issue with Rathalda which I know I can fix easily and probably will.
    Thanks again for the feedback - it's much appreciated. By the way: I didn't see your actual review in the quest column, did you rate it in a silenced fashion? LOL Cause there were only 2 reviews done while I went to bed. 1 being a 5 and the other I think was a 3 or a 2.
    Ah well, it don't matter. Your feedback is helpful.
    Savai,
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    docsc00ter wrote: »
    Played through the adventure this morning, and took a few notes along the way:

    Interesting storyline. It might be helpful to have a "the story thus far..." moment at the beginning to recap what's already happened when this quest begins. Unless I'm mistaken, this adventure is intended as a prologue, though I felt like I was entering the middle of a story. Perhaps beginning the adventure in a library or something, learning about the Two Moons tale? Then taking a book to somewhere, only to end up shipwrecked on the island? Hmmm... Just a thought.

    Oh regarding this - I ran it through my mind over and over how I wanted to introduce this story and because there are 3 other chapters, I need to leave it in the eyes of the beholder so to say. You need to develop your own setting through reading the scriptures of the "tales of the 2 moons." I specifically want players asking questions like, "How did I get her?," "Am I really here?," "Who is this boy that needed the rose," etc. I'm sure you get the gist of it. The reason I left these questions unspoken to the player is for a good reason. When I finish part 2, the story will help you answer more questions.

    Heck, some people may even say, "Okay so I obviously fell asleep and this is clearly a dream world and that's how I 'suddenly' appear on this island." Who knows, right? :)

    Have you seen the movie Memento? If you have, you'll understand that sometimes settings don't always need to be divulged immediately for it to make sense because eventually all the pieces of the puzzle come together.
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    Yes I am going to bump this because I am interested in more review trading.
  • docsc00terdocsc00ter Member Posts: 291 Arc User
    edited July 2013
    savaikun wrote: »
    I didn't see your actual review in the quest column, did you rate it in a silenced fashion? LOL Cause there were only 2 reviews done while I went to bed. 1 being a 5 and the other I think was a 3 or a 2.
    Ah well, it don't matter. Your feedback is helpful.

    I posted a brief review in-game. Can't remember if I gave it a 4 or a 5 star, but one of those. And just briefly commented about the beautiful environments and my favorite part being having to crawl down a tight cave.
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited July 2013
    And i'm going to bump this because I use the same method of storytelling :3, and Memento is freaking awesome.
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • docsc00terdocsc00ter Member Posts: 291 Arc User
    edited July 2013
    Just ran it again to make sure it registered an in-game review. :cool:

    A couple of additional notes from this second run:

    • I noticed "Octohumans" but an "Ocothulk." (The "o" and the "t" were switched around.)

    • The problem with mobs getting hung up is definitely related to the floor. I did some testing with my pet Galeb Durh, watching where he would get stuck. It seems to happen when the floor elevation changes -- as if he's too stupid to take 1 step up. This caused a number of enemies to get hung up for me this time -- the last batch of Blood Lizards, a Nothical Transpirer, etc.

    • I wonder if stepping stones would be appropriate, at least near where you have combat. As a Cleric, I kinda depend on seeing my circles on the floor (not to mention the enemies' red circles of doom). Underneath the water meant I had to really just guess on my long-range "circle" attacks... and apparently missed more often than hit.

    • Rathalda got stuck in the same place for me. "Like shooting fish in a barrel!" Even the guards got stuck staring at her just a few feet away. I moved back a bit and could see she and the guards were aggroed on each other, but neither could figure out how to attack. Rathalda didn't even use her ranged abilities. (One downside is that the loot she dropped popped so high into the rocks that I couldn't leap up to retrieve it.)

    • During the black out when it says "Free Your Mind," I must have moved a bit because the "Free Your Mind" was described as "Out of Sight." I finally did a /stuck and then I was able to click on it to proceed.

    Hopefully this isn't nitpicky; I liked the adventure and look forward to more! (And here's hoping the Feywild expansion includes proper frogs for us to use in the Foundry!)
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    Wow, lolso - memento is awesome! :D

    Anyway, so UPDATES:

    I added that invisible plane to the last map for you short halflings. (yes it was very hard considering I was maxed to 1500 on budget and every bit of detail on that map counted, but a couple spider webs won't hurt, right?) I AM HOPING that this also solves some of the pathfinding errors from the guard encounters that are suppose to stand by your side and fight.

    I also did some very very heavy tweaking on the dialogue to help flow the conversations better. I actually got a lot of help from tamborlin with regards to dialogue considering English is not my native language. So thanks x infinite tamborlin.

    I also added the cobalt-colored crystals to the last map to help players know 'where to go' because that sparkly line just doesn't work half the time, as we all know already. I am trying my best to idiot-proof this map, seeing as people are finding magical ways to walk into spaces leaving them stuck.....which make no sense to me considering the dungeon is linear in design (there's really only one way to go, that being forward).

    Anyway, I'm looking for more feedback on how I can only make it better - so keep the constructive feedback coming and thank you so much for everyone's support once again. If it weren't for this community - I'd feel a bit lost.
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    docsc00ter wrote: »
    Just ran it again to make sure it registered an in-game review. :cool:

    A couple of additional notes from this second run:

    • I noticed "Octohumans" but an "Ocothulk." (The "o" and the "t" were switched around.)

    • The problem with mobs getting hung up is definitely related to the floor. I did some testing with my pet Galeb Durh, watching where he would get stuck. It seems to happen when the floor elevation changes -- as if he's too stupid to take 1 step up. This caused a number of enemies to get hung up for me this time -- the last batch of Blood Lizards, a Nothical Transpirer, etc.

    • I wonder if stepping stones would be appropriate, at least near where you have combat. As a Cleric, I kinda depend on seeing my circles on the floor (not to mention the enemies' red circles of doom). Underneath the water meant I had to really just guess on my long-range "circle" attacks... and apparently missed more often than hit.

    • Rathalda got stuck in the same place for me. "Like shooting fish in a barrel!" Even the guards got stuck staring at her just a few feet away. I moved back a bit and could see she and the guards were aggroed on each other, but neither could figure out how to attack. Rathalda didn't even use her ranged abilities. (One downside is that the loot she dropped popped so high into the rocks that I couldn't leap up to retrieve it.)

    • During the black out when it says "Free Your Mind," I must have moved a bit because the "Free Your Mind" was described as "Out of Sight." I finally did a /stuck and then I was able to click on it to proceed.

    Hopefully this isn't nitpicky; I liked the adventure and look forward to more! (And here's hoping the Feywild expansion includes proper frogs for us to use in the Foundry!)

    Wow scooter, LITERALLY 10 mins too late. LOL - so I added an invis wall plane to cover that entire map in HOPING it fixes those AI pathfinding issues with the guards and companions. Also, I designed Rathalda for her to stay back because she is 'timid' so to say - thus why she uses mind-controlling powers to do the work for her. She was designed to be the weakest of all mobs but have the strongest of all minions (sort of how a mage is powerful but very timid, frail and weak), kind of the same example.

    Anyway thank you 1000x for running it and providing this feedback. I am going to test it on 3 different characters once published to see if the following works. Also - you should be able to see your red circles of doom considering I added the invis wall just a tad below the water planes.

    You guys are an awesome bunch, thanks again.
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    So my quest is, at this very moment, being 1 star trolled. Shame, shame. I just got 2 1 stars in the matter of literally 1 minute. Probably someone duo-boxing 2 accounts and running through. A tad sick to my stomach about it considering the massive amounts of hours put into making this qust.
    Anyone willing to provide some feedback on it and tell me how it's a 1 star other than the words 'buggy'? I really really want to fix whatever it is that needs to be fixed but the word 'buggy' doesn't tell me what exactly is wrong and how I can fix it.
    Feedback much appreciated!

    Savai,
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    MORE Dialogue fixes/revisions. Grammar and spelling triple-checked. Do these dialogue edits EVER end? O.O
    Please let me know of any grammatical or spelling errors! Thanks guys and gals!
  • saerraelsaerrael Member, Neverwinter Beta Users Posts: 0 Arc User
    edited July 2013
    savaikun wrote: »
    MORE Dialogue fixes/revisions. Grammar and spelling triple-checked. Do these dialogue edits EVER end? O.O

    Nope, it never ends! Or... it seems that way.
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    UPDATES: Added a heavy black fog affect with light dynamics to the magical rocks portion. This will make it slightly easier for players to 'navigate.' Dialogues have also once again been cleaned up - I'll perfect it sooner or later. I added a few more dynamic lighting to mushrooms within the gauntlet. Fixed the encounter AI pathing as much as I could with Fortoolis and co. on the gauntlet portion of the map. I've ran this with 3 separate characters after posting live and it seems the encounters follow with ease.
    More changes coming.

    Savai,
  • runebanerunebane Member Posts: 0 Arc User
    edited July 2013
    Played, rated, and reviewed this tonight. As a story intense quest I loved it. Lots of detail and dialogue everywhere. Thanks for making this.

    If you are still doing trades a review either of mine would be great. Waring though - Mine are simple hack and slash runs with a lot of combat for dailies. Nothing as complex or story driven as yours.
    Halgarth's Legacy - NWS-DSTGFZHFR
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    runebane wrote: »
    Played, rated, and reviewed this tonight. As a story intense quest I loved it. Lots of detail and dialogue everywhere. Thanks for making this.

    If you are still doing trades a review either of mine would be great. Waring though - Mine are simple hack and slash runs with a lot of combat for dailies. Nothing as complex or story driven as yours.

    Must appreciated, I've reciprocated. I may continue to run yours for some easy farming :D
    Thanks.
  • karitrkaritr Member Posts: 662 Bounty Hunter
    edited July 2013
    1. Upon arriving at the island, the young, sick boy on whose behalf we are here, becomes a young, sick girl when we speak to Fortuoolis.
    2. When speaking to Fortoolis on the second map (over a dead body), you call Fortoolis "He" in your narrative.
    3. Would have liked to have opened the cages of the captives I "saved". Maybe I missed something...
    4. My middle aged sensibilities may have something to do with why I squirm whenever I am TOLD my character has pee'd his pants, or soiled her knickers. In any case I just don't like it :(
    5. Your maps are incredibly intricate and I do like them (the arboretum in particular was a wonderful side area to crawl around in). However, I am at the end of the rope bridge with seemingly nowhere to go. I discovered an invisible floor, so tried a couple of times to see if my leap of faith took me anywhere, but I eventually fall to the enclosed pool below and can see no way out. I have used /killme a couple of times to see where I am going wrong, but you have me beat I am afraid. I am clueless as to what to do next and have had to exit the map.

    There are a lot of grammar issues to sort out, but I am guessing English isn't your first language? Perhaps you could have someone help with that as coupled with your map design - tight crawl spaces, complicated trails, lots of (sub) objectives - it is interfering with the flow and pace of this story.
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    karitr wrote: »
    1. Upon arriving at the island, the young, sick boy on whose behalf we are here, becomes a young, sick girl when we speak to Fortuoolis.
    2. When speaking to Fortoolis on the second map (over a dead body), you call Fortoolis "He" in your narrative.
    3. Would have liked to have opened the cages of the captives I "saved". Maybe I missed something...
    4. My middle aged sensibilities may have something to do with why I squirm whenever I am TOLD my character has pee'd his pants, or soiled her knickers. In any case I just don't like it :(
    5. Your maps are incredibly intricate and I do like them (the arboretum in particular was a wonderful side area to crawl around in). However, I am at the end of the rope bridge with seemingly nowhere to go. I discovered an invisible floor, so tried a couple of times to see if my leap of faith took me anywhere, but I eventually fall to the enclosed pool below and can see no way out. I have used /killme a couple of times to see where I am going wrong, but you have me beat I am afraid. I am clueless as to what to do next and have had to exit the map.

    There are a lot of grammar issues to sort out, but I am guessing English isn't your first language? Perhaps you could have someone help with that as coupled with your map design - tight crawl spaces, complicated trails, lots of (sub) objectives - it is interfering with the flow and pace of this story.

    Hi Karitr thanks for running through it. Firstly I want to apologize for what happened to you at the end. There is an invis platform (noted with mist) that leads to the very left into a hole in the wall.

    -I am going to polish up on dialogues again. English isn't my native language sadly so I try really hard to make it the best I can.
    -The cages are weird because you have to 'interact' with them 2 times to save the prisoners. I have to fix this.
    -Um, you must have an older version of the quest in your journal because I removed the 'soiling' of the pants yesterday. It's always best to abandon a quest you don't have intentions of doing immediately, especially if it's being updated a lot. Did you happen to accept this quest yesterday?...I would be so honored if you could update the quest and run it again. Sadly if you publish a quest and have an older version still in your journal - the quest itself is not updated. I even had a English professor go through it and he said the dialogue was very fluid.
  • karitrkaritr Member Posts: 662 Bounty Hunter
    edited July 2013
    Aha! Yes I took your quest shortly after first posting in this thread...my brain leaks nowadays so if I take them, I don't forget to play them lol. This is very interesting to know, especially as I was reading the part about the mist leading the way and thinking "what mist, there was no mist!" :D

    I shall abandon and retake it of course. I look forward to replaying; your maps certainly have a unique feel all their own :)

    Edit: And a special thank you to you and all non-English speakers, who publish in English so more of us can enjoy your work. It's appreciated.
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited July 2013
    This map is awesome fun :3
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    lolsorhand wrote: »
    This map is awesome fun :3

    Well if you enjoy it stop 1star trolling me then!!! O.o
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited July 2013
    savaikun wrote: »
    Well if you enjoy it stop 1star trolling me then!!! O.o

    Haha, never! *Hides beneath her 1-star bridge.*
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    lolsorhand wrote: »
    Haha, never! *Hides beneath her 1-star bridge.*

    Has you space under the bridge for me? O.o
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited July 2013
    *Pulls Savaikun with her* There we go :3
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    Ahh that's better ^_^
  • avistar001avistar001 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 65
    edited July 2013
    This was truly outstanding. Thank you :)
    review via PM
    [SIGPIC][/SIGPIC]
    Copy/Paste Short Code: NW-DDKQRRF9P
    Member:
    Scribes' Enclave: Volunteer Foundry Reviewers and Tutors
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    avistar001 wrote: »
    This was truly outstanding. Thank you :)
    review via PM

    Thank you so much for the kind words avistar. BTW: I've cleaned up the few things you've mentioned via PM. I'm going to be running your quest here shortly, can't wait!
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    Okay so I've cleaned up any 'holes' that people may be able to fall through...stop being nook and cranny pokers! HAHA! Anyway, if you find any more, just let me know.
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    UPDATES: Added an addition to the very beginning to assist players in constructing a setting.
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    UPDATES: MAJOR 100% complete overhaul on dialogues to help player establish a setting and answer some questions that broke the story.
  • aaldaemonaaldaemon Member Posts: 94
    edited July 2013
    I'll trade you a review - my quest is in my sig.

    Just completed and reviewed yours.

    Great work, loved the environments.

    You should maybe change the way your difficulty slider dialogue works - I used the 3rd more info option instead of picking a difficulty thinking I'd get another chance but that dialogue was gone? My bad anyway. :)
    Assassination Contract NW-DOD6JMS5H - story + combat. Trading reviews.
    I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
  • savaikunsavaikun Member Posts: 214 Bounty Hunter
    edited July 2013
    aaldaemon wrote: »
    I'll trade you a review - my quest is in my sig.

    Just completed and reviewed yours.

    Great work, loved the environments.

    You should maybe change the way your difficulty slider dialogue works - I used the 3rd more info option instead of picking a difficulty thinking I'd get another chance but that dialogue was gone? My bad anyway. :)

    Aald! I am enjoying your quest thus far - but after multiple attempts, I get stuck here in 'combat' but there's nothing around to kill. Therefore I can't interact with the door in front of me. Here's a screenshot of where I'm getting stuck. I've tried redoing the quest 3 times and finally gave up. Can you let me know when or if you fix this and I'll be more than happy to run through again!

    hs6fih.jpg
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