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Need your eyes

cristakatcristakat Member Posts: 21 Arc User
edited January 2014 in Foundry Quest Database
Need your eyes because mine are exhausted. I just completed my newest quest. Thus far 28 hours of creation, 2 rebuilds, a rename, and more.

Stop the Rebels
NW-DNP42HWRJ

Jack Gillmore requests your help. He has received word that a gang of rebels is putting together a plan to attack local merchants and rob some of the richest homes in the city, however there is not enough information on who is to be attacked or which rebels are involved. He did manage to find out the location of the main encampment. He needs you to go in, burn their weapons caches and collect intel. Will you go in and destroy the camp and retrieve the intel? Can you safely bring back information so this plan can be squashed and the locals will be safe?
  • Explorable options
  • Story and Combat
  • Hidden secrets
  • Unexpected suprises
  • Challenging

I think I've remembered to rename all the animals and costumed people and encounters. I think I've remembered to check all the text. However, at this point I can barely type correctly here so I'd really love some fresh eyes on this. Thanks.
Post edited by cristakat on

Comments

  • casmelakcasmelak Member Posts: 89 Arc User
    edited January 2014
    Just completed this and submitted a starred review with a tip.

    This seems like a good start.

    Here are my observations and thoughts:

    Overall:

    I enjoyed it. I thought that the encounters were really well spaced and situated for the most part. There were good opportunities for tactical combat which was nice. I really liked the animal pen touch, that was pretty funny. I think that you're going to alienate a decent number of people with all the combat being mandatory, but action fans will love it.

    Observations:

    - The house next to well in town is hovering a foot or so off the ground. As is the south-west most house across from it.
    -It looks like it may be a little too easy to pull the first two groups at the same time. Maybe have the pat with the Ogre follow the road and be longer.
    - You might want hidden walls around the rebel camp, unless you are going to do something with the copse of trees to the East. I found myself jumping up on the wall to avoid pats, and then getting curious what was on the other side. Nothing. Nothing was on the other side.
    -A reason for them to all be standing around in the field would be good. Something like the general/captains notes for running formations. Or adding some 'practice dummies' and maybe even a bar in the camp where the animal pen is. (you don't have a soldier encampment w/o booze)
    -The Teleport Crystal appears on the ground before you put it there after killing the boss

    Thoughts for improvements: (Please feel free to disregard if you're already deep in adding more. Just my $.02)

    -A fence around the horses, or an open stable with stable boys (non-combat npcs).
    -A smithy. This should be easy. Just a roof, an anvil, a firepit, and a guy working it. Would also work as an additional objective, (destroy all weapons and smithy)
    -I liked the effect of burning the tents. Maybe make it so you have to find something to light them with? Drop off the cook or something?
    -I'd strongly recommend adding foreshadowing for the twist. Little clues here and there, drops off certain enemies, optional content found in burnt tent remains. Something, cause there doesn't seem to be a genuinely clear motive for the quest giver. I like the twist itself, just seems like it needs more fleshing out.

    (edit - thought of something else)

    The practice field is too clean. Throw in some debris around the fence/tents, maybe some carraige tracks, etc. Hard to keep that size a field clean with 50+ troops tromping around with horses, wagons, etc.

    You're also invited to take a look at my quest when you get a chance.

    The Divinity of Lankeshire - NW-DF7Y9QTCM

    It's more story heavy than yours, but offers some opportunities for action as well.
  • cristakatcristakat Member Posts: 21 Arc User
    edited January 2014
    Thank you so much. Seriously after this many hours of working on it I had become numb to some needed stuff. Headed in to make several changes now.
    Made note of your quest. Will get into it a bit later and give it a look around. Thanks.
  • cristakatcristakat Member Posts: 21 Arc User
    edited January 2014
    Ok so I just finished the editing.

    - changed orc / ogre pathing in first map a bit
    - fixed (I hope) floating houses
    - added invisible walls around bandit camp walls
    - gave the rebels something to do ;)
    - Built a bar (which has a visitor who should be on duty)
    - Fenced horses
    - Added smith
    - added notes on table in one weapon camp (mild clue)
    - fixed some pathing for mobs
    - made most combat optional
  • casmelakcasmelak Member Posts: 89 Arc User
    edited January 2014
    I'll take another look at it tonight.

    I'm on PST so it won't be for quite a while (work, commute, etc), but I'll be sure to get back to it when I can.

    --update--

    Had a few more thoughts to add before I start the work day.

    ++My favorite parts of the quest were the animal pen with the orcs beating on the pigs, and the crazy witch lady and the dogs. I'd highly recommend expanding on the humor element, you seem to have a good sense for it, don't be shy about adding in flavor touches like that.

    (NOTE: The following are simply ideas for additional touches, not intended as criticism or anything of the sort.)

    ==I'd like to see an old coot conspiracy theorist npc in town. Someone everyone you talk to warns you not to speak with, and when you talk to him he's mostly nuts, but some of the things he says end up making sense when you finish the quest.

    ==Maybe change the "Rebel Spies" to "Royal Spies"? Would make more sense for the spies in the bushes to be royal ones considering the ending. It would also make more sense for them to attack you since they'd have reason to believe that you're in on it. It would add a cute little comedy of errors touch.

    ==I thought the little dragon guy was an interesting Easter egg, but I'd recommend adding an explanation for his being there, maybe an NPC wandering around calling to a lost pet?

    Anyway, that's all I have for now. Good luck with your foundrying and have fun!
  • cristakatcristakat Member Posts: 21 Arc User
    edited January 2014
    casmelak wrote: »
    I'll take another look at it tonight.

    I'm on PST so it won't be for quite a while (work, commute, etc), but I'll be sure to get back to it when I can.

    --update--

    Had a few more thoughts to add before I start the work day.

    You have me in a creative frenzy. So much so I had to stop detailing the Rebel quest and begin building something entirely new. So now I'll be tweaking my other quests, working on the second part in my Murch series, AND building a new quest (line). I hope you are happy. lol.... seriously though, thank you for all the great ideas. I truly appreciate ALL the input.
  • casmelakcasmelak Member Posts: 89 Arc User
    edited January 2014
    [OOC]He twirled his moustaches in a pantomimed attempt to come off as an evil villain:[/OOC]

    Muahahahahahh! My plan is working! As she is focussed on her questing building I will run her quests for dailies and collect all the sweet, sweet astral diamonds for myself!
    HHAHAHHAHAHA

    ...or something.

    [MissionText]Seriously though, I'm glad to have inspired someone. I'd also appreciate it, when you get a chance, if you could take a run through my quest. It's sitting at a measly and frankly sad two reviews at the moment. Happily, one is from DoctorBadger which is amazing, but more is more certainly better. I'm going to take another look through Stop the Rebels right now. I'll let you know.[/MissionText]
  • casmelakcasmelak Member Posts: 89 Arc User
    edited January 2014
    Ok.

    One last note.

    I'd strongly recommend throwing in a basement or an upstairs for the final encounter, and putting the respawn point there. You really don't want the respawn point right there in the room of the final fight if you can avoid it. I could easily see someone ending up in a death spiral where they're repeatedly ganked by the three mobs and they have nowhere to run.

    Spawn camping's not kewl.
  • cristakatcristakat Member Posts: 21 Arc User
    edited January 2014
    casmelak wrote: »
    Ok.

    One last note.

    I'd strongly recommend throwing in a basement or an upstairs for the final encounter, and putting the respawn point there. You really don't want the respawn point right there in the room of the final fight if you can avoid it. I could easily see someone ending up in a death spiral where they're repeatedly ganked by the three mobs and they have nowhere to run.

    Spawn camping's not kewl.

    Fixed. not basement or upstairs but should be a workable fix. :)
  • cristakatcristakat Member Posts: 21 Arc User
    edited January 2014
    Edit > Added optional help for solo adventurers. Talking to the girl at the well will set off the opportunity to bring either an extra fighter or an extra fighter and cleric or continue on alone.
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