Dirty Laundry NW-DA2XEXURF (Sequal to Stand Your Ground NW-DNBHK74ML)
Details: Meet with Frinko to find out what he's found out about the Nasher Shipment Information. Infiltrate a business the Nasher's are using as a front for their operation and find more proof.
Estimated Play time: 15-20
Please let me know if i missed anything, and any suggestions for things i could add to the quest.
Will trade Plays, just PM me.
Thanks
Thorin Oakenshield - 60 DC | Floki Longarm - 60 TR | Tiny Tank - 60 GWF
Stand your Ground NW-DNBHK74ML
I just ran Dirt Laundry. Good straight forward quest. A couple of small things that could be fixed.
You spelled Rug with an N. Rung (At least I think you meant Rug)
There was a candle flame floating about 5 feet off the ground in one hall
May want to add some diversity to the mobs. They seemed pretty much the same leaving as they did going in.
Also, the final boss. Maybe have him in a seperate room to make him more meaningful?
Possibly have some of the mobs wandering or looping.
Maybe have more buildup in the conversation with the "Store-keep" before he decides to kill me? I just wanted to buy some supplies!
If you have time, maybe you could give one of mine a run? I did some major updates to the first quest today.
Campaign: Lands of Mirent Tusk
Quest 1 - Dungeons of Mirent Tusk Daily Qualified (16 minutes)
Quest 2 - The Legend of Prince Brightblade Daily Qualified (40 minutes, depending on if you like to explore)
Quest 3 - The Legend of The Lady (30 minutes)
Quest 4 - Finding the Way (20 minutes)
Quest 5 - King Mirent Tusk - The Fallen (50 minutes)
Campaign: Lands of Mirent Tusk NWS-DITF6RXSK - All Daily Qualified
Q1 - Dungeons of Mirent Tusk - 16 minutes Featured
Q2 - The Legend of Prince Brightblade - 30+m
Q3 - The Legend of The Lady - 30m
Q4 - Finding the Way -20m
Q5 - King Mirent Tusk - 50m
I saw the MT on the Rug like 50 times, just keep forgetting to change it. Thanks.
I saw that candle flame, but i could not move it or change it. I think its bugged into that map tile.
Mobs are configured for 'Wander then combat.' I hoped publishing the quest would fix that.
Can you post your code with your quest, i can do anything that is solo friendly.
Thanks again for the run.
Thorin Oakenshield - 60 DC | Floki Longarm - 60 TR | Tiny Tank - 60 GWF
Stand your Ground NW-DNBHK74ML
Maybe put a couple of the groups in a loop? This makes it look like they are patrolling. Maybe the guards in the halls?
Short Code:NWS-DITF6RXSK
Mission Type: Action/Adventure/Light Horror
Amount of Combat: Moderate to heavy well thought out combat
Starts at: Protectors Enclave
Author tips/hints: Bring heals and enjoy the ride!
Mission Summary:
Recent geologic events have uncovered an ancient ruins that you have been called upon to secure. In doing so you unwittingly set events into motion that you must find a way to stop.
Mirent Tusk was a hero, a king, a husband, and a father. His followers of 2000 years ago came to love and worship him for his benevolence.
He rose to great power only to fall and murder his family and wage war upon his own Kingdom.
Is this a story of absolute power corrupting absolutely? Or something much more sinister?
Campaign: Lands of Mirent Tusk NWS-DITF6RXSK - All Daily Qualified
Q1 - Dungeons of Mirent Tusk - 16 minutes Featured
Q2 - The Legend of Prince Brightblade - 30+m
Q3 - The Legend of The Lady - 30m
Q4 - Finding the Way -20m
Q5 - King Mirent Tusk - 50m
I had the chance to run "Dirty Laundry" tonight. I enjoyed the adventure, the combat and the lore elements as well as the story. I did find a few minor things, but nothing immersion breaking or quest stopping.
Typo's:
Guard Frinko - First contact, 3rd dialog box - "..need you to go a Weavers shop.." ("..need you to go to a Weavers shop..")
Guard Frinko - 4th dialog box - "..we beilve this place.." ("we believe this place..")
Guard Frinko - At end - "This will be come in handy.." ("This will come in handy..")
Pretty much all the encounters I came into contact with, were just standing there, no movement or animation. I have been having issues with "wander then combat" lately myself, it doesn't seem to make them do anything after publish.
Two places, or could be same spot going both ways, there is a glowing point of light in the hallway, about chest height, seems out of place and is a blueish color. Check component list, search for "static" or "point" to locate it.
Eliminate the Accountants - First room, there is a 3 wall box in the middle of the room, with a statue in front of it. The one side, the wall is not inline with the others and you can see blue background and other details not in that room through it.
Eliminate the Accountants - Second room, there is a fire place on the back wall, but no fire in it, also no wood, ash etc. Seemed odd. While the whole layout was well done, there seemed to be fewer details at the beginning of the quest, while it increased at the end. Also, they must have a pretty serious maid, as it was clean enough to eat off the floors in there, lol.
Escape - On the way out I noticed this several times, Snipers wearing Hexer robes, Hexers wearing Sniper outfits, also in the next to last room, the Hexer and the Brute had swapped clothes, kinky duo, might want to separate them
Door exiting the building, there was just a door, no door frame, looks a bit odd.
All in all, a very well done quest, just needs some polishing and not a lot at that
If you get a chance, please review my quest Temple of the Winds - NW-DM5JFJ3UL
Campaign: Ashmadai Incursion
[1] Devils in the Sewer : NW-DQ9WRV8HX : Daily Eligible : Featured
[2] The Summoning : NW-DGG95NROO : Daily Eligible
[3] Temple of the Winds NW-DM5JFJ3UL : Daily Eligible
Just played the quest and found a flaw for you. In the case one makes it to the accountant and the quest is to kill the accountants... I died due to a phone call. I re-spawned at the point to find it full of stronger guys. Killed them and I was done. Looked like I skipped some.
Suggestions:
Watermelons are in the wagon bay and yet its a weave supply front? Maybe change it to a watermelon pie front? Something watermelon related?
At the end of the line maybe a secret door to open up, sliding wall or bookshelf after the first accountant or to hide the boss behind.
Also it seemed like a missed opportunity at the beginning. You discover a locked door and find a key in a crate. You could send the player back to a box hidden in the front counter. After they open the box for the key, bandits come in the front door spotting them and yell some battle cry of hands off my melons or something. hehe
Defects:
Saw trap hangs in air, maybe hang it on the wall? or try to hide along the wood cracks?
A good build. Good use of objects, not too much, or too little. And the Rug does tie the room together. The fireplace could be the secret room entrance location? I don't think every fireplace needs a fire in it, there were no women in there, who was cold?
Tomorrow, when I'm able to play without patch issues, I'll try this one out. I made my first one as well, Braving the Weather, and it's probably a bit rough.
I'm still interested in what people think about it, though.
Comments
You spelled Rug with an N. Rung (At least I think you meant Rug)
There was a candle flame floating about 5 feet off the ground in one hall
May want to add some diversity to the mobs. They seemed pretty much the same leaving as they did going in.
Also, the final boss. Maybe have him in a seperate room to make him more meaningful?
Possibly have some of the mobs wandering or looping.
Maybe have more buildup in the conversation with the "Store-keep" before he decides to kill me? I just wanted to buy some supplies!
If you have time, maybe you could give one of mine a run? I did some major updates to the first quest today.
Campaign: Lands of Mirent Tusk
Quest 1 - Dungeons of Mirent Tusk Daily Qualified (16 minutes)
Quest 2 - The Legend of Prince Brightblade Daily Qualified (40 minutes, depending on if you like to explore)
Quest 3 - The Legend of The Lady (30 minutes)
Quest 4 - Finding the Way (20 minutes)
Quest 5 - King Mirent Tusk - The Fallen (50 minutes)
NWS-DITF6RXSK - All Daily Qualified
Q1 - Dungeons of Mirent Tusk - 16 minutes Featured
Q2 - The Legend of Prince Brightblade - 30+m
Q3 - The Legend of The Lady - 30m
Q4 - Finding the Way -20m
Q5 - King Mirent Tusk - 50m
I saw the MT on the Rug like 50 times, just keep forgetting to change it. Thanks.
I saw that candle flame, but i could not move it or change it. I think its bugged into that map tile.
Mobs are configured for 'Wander then combat.' I hoped publishing the quest would fix that.
Can you post your code with your quest, i can do anything that is solo friendly.
Thanks again for the run.
Stand your Ground NW-DNBHK74ML
Short Code:NWS-DITF6RXSK
Mission Type: Action/Adventure/Light Horror
Amount of Combat: Moderate to heavy well thought out combat
Starts at: Protectors Enclave
Author tips/hints: Bring heals and enjoy the ride!
Mission Summary:
Recent geologic events have uncovered an ancient ruins that you have been called upon to secure. In doing so you unwittingly set events into motion that you must find a way to stop.
Mirent Tusk was a hero, a king, a husband, and a father. His followers of 2000 years ago came to love and worship him for his benevolence.
He rose to great power only to fall and murder his family and wage war upon his own Kingdom.
Is this a story of absolute power corrupting absolutely? Or something much more sinister?
NWS-DITF6RXSK - All Daily Qualified
Q1 - Dungeons of Mirent Tusk - 16 minutes Featured
Q2 - The Legend of Prince Brightblade - 30+m
Q3 - The Legend of The Lady - 30m
Q4 - Finding the Way -20m
Q5 - King Mirent Tusk - 50m
I was surprised to see I Unlocked 'Going the Distance' last night, which is Publish a quest that gets 20 non-beta reviews
Dont forget to PM me if there is anything you want me to review.
Stand your Ground NW-DNBHK74ML
I had the chance to run "Dirty Laundry" tonight. I enjoyed the adventure, the combat and the lore elements as well as the story. I did find a few minor things, but nothing immersion breaking or quest stopping.
Typo's:
Guard Frinko - First contact, 3rd dialog box - "..need you to go a Weavers shop.." ("..need you to go to a Weavers shop..")
Guard Frinko - 4th dialog box - "..we beilve this place.." ("we believe this place..")
Guard Frinko - At end - "This will be come in handy.." ("This will come in handy..")
Pretty much all the encounters I came into contact with, were just standing there, no movement or animation. I have been having issues with "wander then combat" lately myself, it doesn't seem to make them do anything after publish.
Two places, or could be same spot going both ways, there is a glowing point of light in the hallway, about chest height, seems out of place and is a blueish color. Check component list, search for "static" or "point" to locate it.
Eliminate the Accountants - First room, there is a 3 wall box in the middle of the room, with a statue in front of it. The one side, the wall is not inline with the others and you can see blue background and other details not in that room through it.
Eliminate the Accountants - Second room, there is a fire place on the back wall, but no fire in it, also no wood, ash etc. Seemed odd. While the whole layout was well done, there seemed to be fewer details at the beginning of the quest, while it increased at the end. Also, they must have a pretty serious maid, as it was clean enough to eat off the floors in there, lol.
Escape - On the way out I noticed this several times, Snipers wearing Hexer robes, Hexers wearing Sniper outfits, also in the next to last room, the Hexer and the Brute had swapped clothes, kinky duo, might want to separate them
Door exiting the building, there was just a door, no door frame, looks a bit odd.
All in all, a very well done quest, just needs some polishing and not a lot at that
If you get a chance, please review my quest Temple of the Winds - NW-DM5JFJ3UL
[1] Devils in the Sewer : NW-DQ9WRV8HX : Daily Eligible : Featured
[2] The Summoning : NW-DGG95NROO : Daily Eligible
[3] Temple of the Winds NW-DM5JFJ3UL : Daily Eligible
Clan Ravenclaw : NW-DU3QXH237 : Daily Eligible
Children's Babble : NW-DUD5EUH8A : Daily Eligible
Solstice Academy : NW-DRJG6BIZM : Daily Eligible
Stand your Ground NW-DNBHK74ML
Suggestions:
Watermelons are in the wagon bay and yet its a weave supply front? Maybe change it to a watermelon pie front? Something watermelon related?
At the end of the line maybe a secret door to open up, sliding wall or bookshelf after the first accountant or to hide the boss behind.
Also it seemed like a missed opportunity at the beginning. You discover a locked door and find a key in a crate. You could send the player back to a box hidden in the front counter. After they open the box for the key, bandits come in the front door spotting them and yell some battle cry of hands off my melons or something. hehe
Defects:
Saw trap hangs in air, maybe hang it on the wall? or try to hide along the wood cracks?
A good build. Good use of objects, not too much, or too little. And the Rug does tie the room together. The fireplace could be the secret room entrance location? I don't think every fireplace needs a fire in it, there were no women in there, who was cold?
I'm still interested in what people think about it, though.