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First Foundry Quest

ryanneryanne Member, Neverwinter Beta Users Posts: 0 Arc User
edited February 2014 in Foundry Quest Database
Hello, I've just finished creating my first foundry quest, and I would really appreciate it if I could get any reviews/plays. Nothing too long, about 25-30mins for the solo player. I've put in a variety of different monsters at different levels of difficulty, mostly a mixture of standard and a few hard. Small and subtle story line for now.

The Summon Chapter 1 @Rhenne318
Code: NW-DAN23WIAM
Estimated time: 25-30mins (solo)
3 Maps, starts are Protector's Enclave

Overview: Dead tired as someone who travels frequently killing monsters everywhere, the first thing you do when you get into town is stay at an inn and get some good ol' shut eye. However the inn you stumble upon is currently "haunted" by two customers who have disappeared a few days ago. People who stay at the inn claim to have seen strange dreams, and wake with wounds they obtained within their dreams. The inn owner believes that it is a rumor spread as a mere prank. As you make way to your room, you overhear a many views on the issue clash. Being the curious adventurer you are, you can't help but dig in a little until things start sounding a little too crazy even for you that you decide to just go to sleep. Little did you know that the so called rumor is real, and you have just drifted into its core.
Post edited by ryanne on

Comments

  • tiborrustiborrus Member Posts: 94 Arc User
    edited February 2014
    Hi, ryanne!

    I just played your quest with my Lev 60. GWF.

    Some advice:

    - The beginning was good, but then had some problems...

    - Map transitions: "Go to Next Map" -> Change this to something more interesting!(go into the Dream... or go into the Nightmare...etc.)

    - There is very little music and ambient sound on the maps, but the Dream music was good!

    - Follow the Hawk was great idea!

    - I think, in the Dream map there is too much smoke (or fog).

    - In the Nightmare map one objective is: "Defeat the enemy" -> Change this to something more interesting!

    - Many enemy avoidable(Nightmare)

    - You need to customize the enemies! In the Nightmare map you placed various encounters, but they are not always suited to the environment(ogres, fire giants, undeads in same map and nothing customization, only groups sequentially)

    - I think for some classes will be too heavy this mission, because easy to stack more then one encounters

    - the Nightmare map is repetitiv(too many same rooms)

    - use more details(the rooms are empty)

    Unfortunately, I was unable to complete your mission, because I'm completely stuck in the traps! I couldn't jump, go, logout, etc. Nothing! I quit the game three times then login again, but this no solve my problem. I must to exit the map. So I couldn't to review the quest. Sorry! :(
  • ryanneryanne Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2014
    tiborrus wrote: »
    Hi, ryanne!

    I just played your quest with my Lev 60. GWF.

    Some advice:

    - The beginning was good, but then had some problems...

    - Map transitions: "Go to Next Map" -> Change this to something more interesting!(go into the Dream... or go into the Nightmare...etc.)

    - There is very little music and ambient sound on the maps, but the Dream music was good!

    - Follow the Hawk was great idea!

    - I think, in the Dream map there is too much smoke (or fog).

    - In the Nightmare map one objective is: "Defeat the enemy" -> Change this to something more interesting!

    - Many enemy avoidable(Nightmare)

    - You need to customize the enemies! In the Nightmare map you placed various encounters, but they are not always suited to the environment(ogres, fire giants, undeads in same map and nothing customization, only groups sequentially)

    - I think for some classes will be too heavy this mission, because easy to stack more then one encounters

    - the Nightmare map is repetitiv(too many same rooms)

    - use more details(the rooms are empty)

    Unfortunately, I was unable to complete your mission, because I'm completely stuck in the traps! I couldn't jump, go, logout, etc. Nothing! I quit the game three times then login again, but this no solve my problem. I must to exit the map. So I couldn't to review the quest. Sorry! :(

    Dang, I'm sorry that you got stuck in the traps! I'm assuming that you got rooted on the spikes (I really hope that's the case anyway) and not a bug where you fell off the map or something. I ran through the quest twice myself, but I didn't have any problems getting stuck in the traps. Fixed the traps immediately after I saw this, hopefully that fixes it.

    Kind of frustrating, you missed the best part at the end! D: (Pretty much where I put most of my efforts)

    Other than the traps, I'm currently fixing the quest up according to your feedback. A bit reluctant to change the monster variety though. I'll change their skins to something more suiting to the environment, but I'd like to keep the variety as it is a nightmare where "everything" you've feared is in.

    What I've changed so far is I spaced out the encounters a little bit, and changed the lighting for each room according to the encounter type. Hopefully that reduces the repetitive environments you mentioned. I'll plan for a big environmental changes in the future. But for now, I'll put this version up while I work on that. Oh, also changed the texts you mentioned before. I don't know what else to put other than "Defeat the enemies!" though, so I left that one until I can think of something else. Some texts I tried for humour. Not sure how they would sound to other people, but they work for me! :D

    If you don't mind, can I ask you to play through it again? I've played through it myself to see if I got stuck or anything, if there were bugs or something in the text I missed. Haven't seen/noticed anything so far. If not, I understand since it's not really fun anymore when you play the same foundry quest after such a short time since completing it.

    Thank you so much for playing and for the feedback!
  • tiborrustiborrus Member Posts: 94 Arc User
    edited February 2014
    Hi, ryanne!
    I still have your quest in my Quest Journal and I will try again the "trap room". I hope, I don't need to start the quest from beginning...The quest objective in my journal is: "Exit".
  • tiborrustiborrus Member Posts: 94 Arc User
    edited February 2014
    Hi, ryanne!

    I finished your quest! Good first job, but I think, good idea if you delete some traps... :)
    My review is 4/5 star!
  • ryanneryanne Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2014
    tiborrus wrote: »
    Hi, ryanne!

    I finished your quest! Good first job, but I think, good idea if you delete some traps... :)
    My review is 4/5 star!

    Thanks for the review and playing! I hope you enjoyed the quest! ^^
    As reply to your feedback, I'll remove some of the traps so it wouldn't be as frustrating :)

    Thank you once again!
  • chieorichieori Member Posts: 137 Arc User
    edited February 2014
    Greetings ryanne, first off, thanks for running and reviewing my quest, it is always appreciated.

    I had a chance to run The Summon Chapter 1 today. The story in itself seemed pretty good, your general idea of how it should progress, the mechanics of what to do next, etc. all worked well. The only problem I encountered on the run was on the 3rd platform, the last wave, ogre, fell through the floor and at first I had no idea where the encounter was. Took a bit of looking around to find him on the ground underneath.

    I found a few things as well ...

    From what I could tell, none of the NPCs or encounters had any customization to their outfits. They were all wearing the default clothes. You could improve the atmosphere of the quest and make it more original by customizing all of them.

    Detailing wise, the only maps I could see any detail on, that wasn't the default settings was the forest and the platforms portion. All of the crypt maps were very barren. Should add more to each area to make it feel more inline with the story. You did good with the beginning and ending of each map, but very little in between. The platform map, was a bit odd, for me anyway. All those huge platforms just appearing out of nowhere, didn't seem dream-like, it just was, oh, there they are. Perhaps have them appear immediately and put up some fog or clouds or something between them that disappears when it's time, or have some fog there first, that disappears as the platforms fade in.


    Local Inn - There is an NPC near the fire place named "Musician Human 1"
    - The bartender is standing off to one side, normally you would find her behind the bar? or serving a table etc?
    - very little detail here, could add some books on the tables, mugs of ale on the bar, etc.

    Forest Map - I liked the Hawk idea, it was original and interesting.
    -While you did good with setting animations and chat for the ghost NPCs, all the encounters were just standing there not moving or talking.

    Crypt Map - all of them pretty much - very little detailing, no costume customization. Start of path and ending was ok, but the path along the halls were very barren and the encounters did nothing. No looking around, no wandering, no talking etc.

    The story up to entering the crypts, made sense. After entering the crypt, there was no real story or lore or anything to lead the player forward, other than just encounter after encounter. Once in the platform map, then the story picks back up and moves forward again.

    There is a section of one crypt where you have like a dozen spike traps, then 6-8 slash traps, then another dozen spike traps. This section alone is going to cause a great deal of problems. Unfortunately, there is a known bug that causes spike traps to sometimes get stuck in the root mode, basically perma rooting the player with no way to move.

    When this happens, only thing to do is wait till you die to respawn, or exit via the map. Exiting is more likely to make players just say meh, I was too far into that to start over, thus dropping the quest. If they die a couple times trying to get past this section, most will just leave and never return.

    The idea itself is good, but spike traps may not be the right choice here, at least till the bug is fixed. It's a little more work, but you could use the single spear trap, rotate it so the spear shoots straight up. Too my knowledge, there are no issues with these. You can also, if desired, lower the trap emitter into the floor, so the player can't see the trap itself, making it a bit more challenging. Can also setup a invisible clicky to one side that turns them all off, set for only rogues, if you want them to be able to disarm still.

    In my run, I managed to get past them without any of them breaking, however, the encounter mobs weren't so lucky. They got caught in a broken spike trap and were perma rooted. Killing them was then real easy as they couldn't move.
    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

    Clan Ravenclaw :|: NW-DU3QXH237 :|: Daily Eligible
    Children's Babble :|: NW-DUD5EUH8A :|: Daily Eligible
    Solstice Academy :|: NW-DRJG6BIZM :|: Daily Eligible
  • ryanneryanne Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2014
    chieori wrote: »
    Greetings ryanne, first off, thanks for running and reviewing my quest, it is always appreciated.

    I had a chance to run The Summon Chapter 1 today. The story in itself seemed pretty good, your general idea of how it should progress, the mechanics of what to do next, etc. all worked well. The only problem I encountered on the run was on the 3rd platform, the last wave, ogre, fell through the floor and at first I had no idea where the encounter was. Took a bit of looking around to find him on the ground underneath.

    I found a few things as well ...

    From what I could tell, none of the NPCs or encounters had any customization to their outfits. They were all wearing the default clothes. You could improve the atmosphere of the quest and make it more original by customizing all of them.

    Detailing wise, the only maps I could see any detail on, that wasn't the default settings was the forest and the platforms portion. All of the crypt maps were very barren. Should add more to each area to make it feel more inline with the story. You did good with the beginning and ending of each map, but very little in between. The platform map, was a bit odd, for me anyway. All those huge platforms just appearing out of nowhere, didn't seem dream-like, it just was, oh, there they are. Perhaps have them appear immediately and put up some fog or clouds or something between them that disappears when it's time, or have some fog there first, that disappears as the platforms fade in.


    Local Inn - There is an NPC near the fire place named "Musician Human 1"
    - The bartender is standing off to one side, normally you would find her behind the bar? or serving a table etc?
    - very little detail here, could add some books on the tables, mugs of ale on the bar, etc.

    Forest Map - I liked the Hawk idea, it was original and interesting.
    -While you did good with setting animations and chat for the ghost NPCs, all the encounters were just standing there not moving or talking.

    Crypt Map - all of them pretty much - very little detailing, no costume customization. Start of path and ending was ok, but the path along the halls were very barren and the encounters did nothing. No looking around, no wandering, no talking etc.

    The story up to entering the crypts, made sense. After entering the crypt, there was no real story or lore or anything to lead the player forward, other than just encounter after encounter. Once in the platform map, then the story picks back up and moves forward again.

    There is a section of one crypt where you have like a dozen spike traps, then 6-8 slash traps, then another dozen spike traps. This section alone is going to cause a great deal of problems. Unfortunately, there is a known bug that causes spike traps to sometimes get stuck in the root mode, basically perma rooting the player with no way to move.

    When this happens, only thing to do is wait till you die to respawn, or exit via the map. Exiting is more likely to make players just say meh, I was too far into that to start over, thus dropping the quest. If they die a couple times trying to get past this section, most will just leave and never return.

    The idea itself is good, but spike traps may not be the right choice here, at least till the bug is fixed. It's a little more work, but you could use the single spear trap, rotate it so the spear shoots straight up. Too my knowledge, there are no issues with these. You can also, if desired, lower the trap emitter into the floor, so the player can't see the trap itself, making it a bit more challenging. Can also setup a invisible clicky to one side that turns them all off, set for only rogues, if you want them to be able to disarm still.

    In my run, I managed to get past them without any of them breaking, however, the encounter mobs weren't so lucky. They got caught in a broken spike trap and were perma rooted. Killing them was then real easy as they couldn't move.

    Thank you as well for running my quest and giving such wonderful and thorough feedback!

    The ogre, I have no idea why he does that. It hasn't happened to me in my two test runs though. I'll try moving him around, maybe that will fix the issue there.

    As for the customizing the NPCs, I will make sure to do that and I'll see what else I can do to make the encounters fit in more with the general idea of my story/quest. Thanks for pointing that one out :)

    I'm in the process of adding a little bit more lore into the crypts after your feedback. Added a "ritual" (the part after the traps) and a room of trapped ghosts who will provide some dialogue explaining the situation a bit without giving too much away.

    I didn't know about the bug on the spike traps, so thanks for telling me about that! I'll see what I can do about them. The spears I am not too cure because it looks like there's a switch or step that needs it to activate. Not sure how to rotate that without it looking off the wall or work. Hopefully I can find something to replace the spikes with, or I will remove them entirely. Right now I am thinking of putting in the slicers. Also, thanks for that tip of moving the trap a little bit under, I will certainly do that since it would make it challenging for the rogues as well ;)

    In the forest map, I added an invisible wall explaining how the ghosts were like, that they seemed to be muted with only an occasional murmur/giggle, that was why I didn't give in the ghosts in the start of that map any dialogue. Further along the path (where the 2 frightened ghosts were) I added another invisible wall explaining that they were unlike the other ghosts, and that their lips read something along the lines of "get out."

    I'll see what details I can add into the crypt and inn (and a bit in the beginning of the forest map). Currently working on the platform. I pretty much changed the sky and added a dust storm effect with a bit of debris floating about. I'll see what I can do to make the fog disappear slowly (is there an option in the Foundry to do that? Making things disappear slowly I mean)

    I'd like to thank you once again for running this through, and giving a nice and thorough feedback. I will take every point in consideration during my editing! :)
  • say1osay1o Member Posts: 111 Bounty Hunter
    edited February 2014
    No fair, it won't pop up for me...

    I didn't use the correct Author handle, but still, why should I have to type correctly? Google still finds my hatch fashioners. Will find it now for sure. After this short coffee break.
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