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[UGC Feedback] (Campaign) The Dweomerkeepers

zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
edited November 2015 in Foundry Quest Database
The Dweomerkeepers
Campaign Short Code: NWS-DKPPXGRS7
Author: @zebular
Original Feedback Thread


Well Met Adventurers!

. . . . . I hear rumors have begun to spread after the discovery of a Mystrallan structure in the Neverwinter Wood! These rumors weave tales of a lost Temple of Mystra and a band of drow followers of Lolth somewhere within the Wood. Intrigued are you now? Hmm, well this structure may hold clues to the Temple's location, as Cleric Millan believes... indeed. The Cleric of Lurue has set about to hire adventurers in hopes at unraveling these Mysteries, you should go seek him in Protector's Enclave.

Safe Travels,
~Archmage Zebular of Mystryl

wotc_divider_center.gif

A Discovery in Neverwinter Wood, Act I
. . . . .
Millan, a Cleric of Lurue in Protector's Enclave, is calling for adventurers to investigate the rumors of an old Mystrallan building discovered a day's journey into Neverwinter Wood.

Mission Details
Mission Name: A Discovery in Neverwinter Wood
Short Code: NW-DIPI9V93T
Mission Version: 2.3 (live)
Last Updated on: 09-13-2013
Number of Maps: 2 + Protector's Enclave (1 Exterior, 1 Interior)
Mission Type: Campaign Mission Introduction, Lore, Story, Retrieve.
Amount of Combat: Light to Medium
Language: English



Off the High Road, Act II
. . . . .
Millan, the Cleric of Lurue in Neverwinter, has been studying the objects brought back to him from the Mystrallan Structure in Neverwinter Wood. Return to him to seeif he has discovered any clues to finding the lost Dweomerkeep Temple.


Mission Details
Mission Name: Off the High Road
Short Code: NW-DPLLC58A9
Mission Version: 1.6 (live)
Last Updated on: 09-02-2013
Number of Maps: 2 + Protector's Enclave (1 Exterior, 1 Interior)
Mission Type: Campaign Mission, Lore, Story, Combat, Retrieve.
Language: English




Dweomerkeep Temple, Act III
. . . . .
Millan, a Cleric of Lurue in Protector's Enclave, has asked you to return after he's had some time to gather intelligence on a group of drow who are also heading for the lost Dweomerkeep Temple. Return to him and find out what it is you should do next.

Mission Details
Mission Name: Dweomerkeep Temple
Short Code: NW-DUWQF9IXO
Mission Version: 1.3 (live)
Last Updated on: 09-02-2013
Number of Maps: 4 + Protector's Enclave (2 Exterior, 2 Interior)
Mission Type: Campaign Mission, Lore, Story, Retrieve, Dungeon Crawl Combat.
Combat Amount: Md-Hvy, Mini-Bosses + Bonus Side Mission
Language: English



A Weave in Time, Act IV
. . . . .
A letter arrives for you from the postal courier signed by Cleric Millan Freemor of Lurue. It reads, "Great Adventurer! I uncovered something interesting... If you're up for another trip to the Dweomerkeep Temple, come visit me in Protector's Enclave."


Mission Details
Mission Name: A Weave in Time
Short Code: NW-DDJNKTXJP
Mission Version: 1.1 (live)
Last Updated on: 09-11-2013
Number of Maps: 2 + Protector's Enclave (1 Interior, 1 Exterior)
Mission Type: Lore, Story, Dungeon Crawl (Dialog Heavy)
Amount of Combat: Md-Hvy, Mini-Bosses
Language: English


wotc_divider_center.gif~original

Gameplay Notes:
  • This is a feedback thread for the Dweomerkeepers Campaign missions.
  • This is a series of 8 planned missions.
  • This Campaign is a Lore and Story driven Campaign.
  • Yellow choices in Dialog will advance the Story and Objectives.
  • Orange choices will usually lead to lore and story.
  • White choices are usually actions or back-tracking in dialog.
  • The lower level you are, the easier these mission will be.
  • The higher level you are, the more difficult they will be.
  • Being in a party will make the fights easier with each additional party member.

Progress Notes:
  • Currently, the first Four Missions are available for play and are in live playable states.

Spotlight Missions
A Discovery in Neverwinter Wood
- Spotlight during Alpha/Beta and from June 3rd, 2013 to June 11th, 2013
- Short Code: NW-DO7AERD6G
(Note: Old Version!)
Please note: The Spotlight Version
(1.33) is an old version any may have bugs and is no longer update-able.
As a result, the spotlight version is no longer nestled into the Campaign.
For a current version of the mission, see the one that is a part of the
Dweomerkeepers Campaign (SC: NWS-DKPPXGRS7)
wotc_divider_center.gif

. . . . . If you have any issues, please be sure to let me know which mission, map, and the location of any errors or places you get stuck in. You may type /locvec in chat to see coordinates for Foundry Use.

. . . . . I'll be updating the Wiki Pages for each Mission as I update them. Which will include Update Notes, Fixes, Changes, as well as eventually explanations of lore and spoilers.

. . . . . Thank you all for playing, I hope you enjoy and keep enjoying the Story and Adventure as much as I am enjoying telling it (and admittingly... playing them! I won't create something I don't enjoy myself!). Please feel free to ask any questions about my usage of lore. Almost everything in relation to World History is accurate. Cymathetra and other NPCs are of my own devising, as is their personal lore.

wotc_divider_center.gif

Player Interaction & Future Updates Planned:

Thank you for the feedback and I am very happy you have enjoyed them so far!

I posted a progress update on Act V and the future here.

. . . . . I have often thought of adding more dialog options and was thinking that mayhap what I can do is ask players what kind of questions "They would ask" the NPCs in the dialog choices and then it might be worth-while to go through and add in some of those requests as the Campaign Develops.

. . . . .I did add one "evil" act in the very beginning of Act I when I replaced the Abort Exit on the first map. I also do feel adding more neutral and evil responses would be nice to do also. Act II also see's some "rude" choices when speaking with the Drow Street Urchin also. Aside from these though, yes evil choices are quite lacking in the Campaign.

. . . . . So, if anyone has any Dialog Choices that they would like to see with any of my NPCs, just reply with the following:
  1. What Mission is the NPC in?
  2. What Map is the NPC on?
  3. What is the name of the NPC?
  4. What dialog would you like more choices for?
  5. What specific questions or choices would you like to see for this NPC/Dialog?
Post edited by zebular on
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Comments

  • visigoth18visigoth18 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 371 Bounty Hunter
    edited May 2013
    I'm a fan, I love this campaign
    jlTYaLC.gif
    1.jpglXK5k1F.png
  • jerollosjerollos Member, Neverwinter Beta Users Posts: 5 Arc User
    edited May 2013
    I'm going to give this one a try for sure. Sounds fun.
  • dugansonduganson Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 39
    edited May 2013
    While I've only finished the first two parts, I will chime in to say that those were the BEST Foundry quests I've done so far. Can't recommend them more. Good lore, good story, good combat. 5 stars.
  • smaksnaxsmaksnax Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    Where can I begin this campaign. I was in the middle of A Discovery in Neverwinter Wood and my client crashed an i was sent back to protectors. Now i cant get back to the woods, theres no location on the map, is there anyway to reset the mission or get the map location bac?
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    smaksnax wrote: »
    Where can I begin this campaign. I was in the middle of A Discovery in Neverwinter Wood and my client crashed an i was sent back to protectors. Now i cant get back to the woods, theres no location on the map, is there anyway to reset the mission or get the map location bac?
    . . . . . Use any map transfer exit (Gates in PE) and choose to go to the same spot on the map again, "Neverwinter Wood." If this option is not there, you will need to open your journal and abandon the mission and re-take it. Any of the gates in PE will work to for Act I. Sorry for your troubles, hope you're able to enjoy the Campaign! Thanks for playing!


    visigoth18 wrote: »
    I'm a fan, I love this campaign
    jerollos wrote: »
    I'm going to give this one a try for sure. Sounds fun.
    duganson wrote: »
    While I've only finished the first two parts, I will chime in to say that those were the BEST Foundry quests I've done so far. Can't recommend them more. Good lore, good story, good combat. 5 stars.
    Many thanks! I am glad you all enjoyed them, indeed!
  • smaksnaxsmaksnax Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    Zebular, thanks for the info.

    I did as you said, as 'neverwinter wood' was gone.. I abandoned the quest, but i dont remember where to retake the quest? Any help here would be great to find the npc
  • duskdweller78duskdweller78 Member Posts: 0 Arc User
    edited May 2013
    Sent you an ingame mail, didn't check the forum for a feedback thread :rolleyes:
    Campaign:Different Seasons
    Author: @BardicKnowledge
    Q1: Prologue - The Lady and the Worm NW-DPQPJSVTH
    Tags: #Challenge, #Story, #Solo, #Group
  • muzrub333muzrub333 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    I was surprised when I went to do your first one, I hadn't done it since beta, and I liked the subtle changes you made. Then I was automatically given the second, and thought why not. Loved it again. Then the third auto loaded, and how could I resist right? Gotta say, once again I really enjoyed it, and I died! Not because of poor design, but because I was too zealous. Never just run into a room Muzrub you fool! Good times for sure.

    I look forward to the next chapter.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    smaksnax wrote: »
    Zebular, thanks for the info.

    I did as you said, as 'neverwinter wood' was gone.. I abandoned the quest, but i dont remember where to retake the quest? Any help here would be great to find the npc

    . . . . . Ah, my apologies. See the castle-icon on your menu bar? (I forget the default hotkey as I've rebound the Home page) Click on or open this menu. You should be able to find it easily on the Foundry Slide-Show at the bottom. The past two days it's just been a couple more to the right. If you don't see it in there, just copy this code and then paste (CTRL+V) it in game in the Foundry Search in that same menu window, it will be the Foundry Tab.

    Campaign ID: NWS-DKPPXGRS7

    . . . . . This will bring up the Campaign for you, just left click on it to expand it and see the quests nestled inside. After you'v re-taken A Discovery in Neverwinter Wood, go speak with Millan again, he's marked as a Cleric of Lurue on your Map, just above Sergeant Knox. All three quests so far will use Cleric Millan as a main NPC.
    Sent you an ingame mail, didn't check the forum for a feedback thread :rolleyes:

    . . . . . Thanks! I'll check it out when I am in game next.
    muzrub333 wrote: »
    I was surprised when I went to do your first one, I hadn't done it since beta, and I liked the subtle changes you made. Then I was automatically given the second, and thought why not. Loved it again. Then the third auto loaded, and how could I resist right? Gotta say, once again I really enjoyed it, and I died! Not because of poor design, but because I was too zealous. Never just run into a room Muzrub you fool! Good times for sure.

    I look forward to the next chapter.

    . . . . . Many thanks, glad you've enjoyed them again!
  • adaram648adaram648 Member, Neverwinter Beta Users Posts: 366 Bounty Hunter
    edited May 2013
    Time for me to catch up and try this again, Zeb? It's been since early Beta!
    [SIGPIC][/SIGPIC]
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    adaram648 wrote: »
    Time for me to catch up and try this again, Zeb? It's been since early Beta!
    . . . . . Act I and II are now in a live and "final" state, where updates will only happen as things get broke or changed by game updates. I've submitted Act I for featuring also. Act I has seen some new additions as well as the addition of a bonus side mission, if your eye's are good enough to spot it! Act II has seen some major passes as well and if you haven't played it since its first release, then you'll be in for a surprise as it has been totally redone from scratch since its first publishing.

    . . . . . I think BW2 is when I published the totally new version and since it has continued to evolve. Act III is mostly ready to be listed as a "live" and finished state. The major thing is there are several typos that I keep forgetting to fix as well as I need to make another pass on it yet to clear up some loose ends prior to publishing Act IV.
  • roguejd000roguejd000 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 32
    edited May 2013
    This was, by far, one of the very best campaigns I have played.

    Great level layout. Natural Feel. Mechanics of the level were very clever, and allowed for an experience that exceeded the polish of even the main storyline.

    My only criticism; I don't recall the specifics from the quest - but I recall walking away with only one negative notion; I wished for more diversity in the dialogue options. Not just 3 or 4 situational options, but maybe a good, neutral, evil set. I recall feeling as if the player's personae was set, and had no impact.

    This is from a heavy immersioner's standpoint, and accounts for only a very, very small 'deduction', if you will.

    Again, this has been one of the best UGC I've experienced.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    roguejd000 wrote: »
    This was, by far, one of the very best campaigns I have played.

    Great level layout. Natural Feel. Mechanics of the level were very clever, and allowed for an experience that exceeded the polish of even the main storyline.

    My only criticism; I don't recall the specifics from the quest - but I recall walking away with only one negative notion; I wished for more diversity in the dialogue options. Not just 3 or 4 situational options, but maybe a good, neutral, evil set. I recall feeling as if the player's personae was set, and had no impact.

    This is from a heavy immersioner's standpoint, and accounts for only a very, very small 'deduction', if you will.

    Again, this has been one of the best UGC I've experienced.


    . . . . . Thank you for the feedback and I am very happy you have enjoyed them so far!

    . . . . . I have often thought of adding more dialog options and was thinking that mayhap what I can do is ask players what kind of questions "They would ask" the NPCs in the dialog choices and then it might be worth-while to go through and add in some of those requests as the Campaign Develops.

    . . . . . I did add one "evil" act in the very beginning of Act I when I replaced the Abort Exit on the first map. I also do feel adding more neutral and evil responses would be nice to do also. Act III also see's some "rude" choices when speaking with the Drow Street Urchin also. Aside from these though, yes evil choices are quite lacking in the Campaign.


    . . . . . So, if anyone has any Dialog Choices that they would like to see with any of my NPCs, just reply with the following:

    1. Which Mission is the NPC in?
    2. What Map is the NPC on?
    3. What is the name of the NPC?
    4. What dialog would you like more choices for?
    5. What specific questions or choices would you like to see for this NPC/Dialog?
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    . . . . . Just an update for anyone who encountered "easy" or "delayed reaction" to mobs when entering combat inside of the Sewer Bonus Area in Act I. I have located and removed the culprit for this and reported it directly to Cryptic. Because of the nature, I cannot go into details as to what I had to remove until it is fixed. If you have any more issues with mob AI in my missions, please let me know as soon as possible. I played them all through the other day after the fixes to them and they appeared to play properly once again.

    . . . . . You can keep track of my updates as I implement them, via the Official Wiki Page for my Campaign as well as other details and in time, lore! Thanks again to all who play my missions, I am really happy that so many are enjoying them. I have encountered RL set-backs (health issues) to getting Act IV done by the weekend. I am now aiming for the middle of next week, hopefully by Wednesday.
  • realsk2011realsk2011 Member, Neverwinter Beta Users Posts: 2 Arc User
    edited May 2013
    1) I love the campaign
    2) Where the hell is mission 4? =p
    9.jpg
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    Known Issue:

    Act I, A Discovery in Neverwinter Wood
    . . . . .I small number of users have reported getting stuck on the ladder when first entering the sewers. Unfortunately, the only way to get around this at this time is to either a) use the ladder (sparkly area) again to go back up and then try going down again or b) type /killme and respawn. (The sewers are an entirely optional side-mission, it is not tied to the main objectives)

    . . . . . Due to the mission being featured and the very small number of reports on this, I am unable to do a quick fix for this to the Spotlit mission. Instead, I will add the fix to my next pass for updates to Act I when the spotlight has run it's course a bit more. I'll then do a major update and re-submit it for spotlighting.

    I apologize for the inconvenience this is causing.

    A question for those who encounter this;
    "What race are you and did you make your character shorter or taller than average?"
  • afancy400lbsafancy400lbs Member, Neverwinter Beta Users Posts: 3 Arc User
    edited May 2013
    I encountered that bug as a Tiefling, and at average Tiefling height. Simply using the ladder and then going down again fixed it. I've unfortunately found another bug in Act III though, right at the beginning. When I try to use the Portal at the beginning I get told "You Can't Use This Object Right Now" and can't progress.

    EDIT: Nevermind, the key just failed to go to my inventory the first time, trying to pick it up again fixed it.
  • d3ward3war Member Posts: 19 Arc User
    edited May 2013
    During the initial Neverwinter Wood map in Act 1, I am unable to open the door into the building. The "Press F to open the door and enter the building" prompt comes up, but hitting F does nothing. I think I've done everything there is to do in the level. After I couldn't get in I interacted with everything I could find in the area, with no luck.

    Bug, or did I just miss something?
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    d3war wrote: »
    During the initial Neverwinter Wood map in Act 1, I am unable to open the door into the building. The "Press F to open the door and enter the building" prompt comes up, but hitting F does nothing. I think I've done everything there is to do in the level. After I couldn't get in I interacted with everything I could find in the area, with no luck.

    Bug, or did I just miss something?

    . . . . . That sounds like a game bug. This particular door's context menu only becomes available when the objectives are complete and your next one is to enter the building. So, if you're seeing "Press F" on the Inn's front exterior door then there is nothing left that *needs* do be done in that map. I can only fathom that it is the interact bug I hear about every now and then that is preventing you from entering. Leaving the map and re-entering right away may resolve this or a client restart. I am not sure, I would bug report it in game never-the-less.
    I encountered that bug as a Tiefling, and at average Tiefling height. Simply using the ladder and then going down again fixed it.

    Thanks!
    I've unfortunately found another bug in Act III though, right at the beginning. When I try to use the Portal at the beginning I get told "You Can't Use This Object Right Now" and can't progress.

    EDIT: Nevermind, the key just failed to go to my inventory the first time, trying to pick it up again fixed it.

    . . . . . This is left over because I originally had a flash animation from the dialog about the key when the portal first appears. The dialog originally closed and a separate vortex flashed for a moment at the same time the portal became visible, making it look like some magic sprang forth from the key to the portal area. I removed the special effect because of technical issues but plan on adding it back, so I left the dialog intact. Unfortunately, this makes it seem as though you're taking the key twice if you don't pay close attention to the dialog.

    These two objectives are supposed to flow like this:

    . . . . . You open the bag (open the bag dropped by drow for dialog, 1/1 objective), touch the key and a ray of magic shoots from the key to where the portal will appear (dialog end) you see the flash and the portal appears. You then have to take the key (interact with bag again and take key in hand, 1/2 objective) and wave it in front of the portal to "unlock" the passage to the Temple (interact with portal and with key in hand wave in front of portal, 2/2 objective).
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited June 2013
    . . . . . My apologies for not being able to push Act IV out by now. Many RL issues lead to having little to no internet time for almost the entire past month. In light of the Foundry Changes and many additions, I had recently planned to start back with Act I on the 20th and start updating it as new features may make some things better, then do the same for Act II and III, then get back to work on Act IV. With today's patch, I may start working on it all a bit sooner, hopefully starting something tomorrow or during the weekend.
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited June 2013
    He will!

    I will pester him to no end to make sure he does. *Evil Laugh*

    ...Then again I don't much desire to be turned into a frog yet another time...
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited July 2013
    . . . . . As I planned for when release came a long time ago, I am putting further installments on hold until I can properly experience the rest of the game on my Mage. I did change my mind, as evident above, and wasn't going to do this though... but now looking everything over on how I'd like to the story to unfold - I'd like to fit the rest of the campaign into various places in the world that players travel to while leveling up and questing. I cannot properly do this until I first-hand experience each zone. If needed, I will continue to make updates and fixes to the current three installments. I plan on playing them again tonight to make sure they are still running smoothly and might release an update or two in the coming weeks.
  • sominatorsominator Member Posts: 0 Arc User
    edited July 2013
    /waits patiently
    Proud member of Team Fencebane, official guild of the unofficial Neverwinter Adventure Hour!
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited July 2013
    Loved every part up to part 3, has any more been released? And once you revisit them, update sounds and all. I'm deffo bringing my friends to a replay. Good work with this :)
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited July 2013
    sominator wrote: »
    /waits patiently
    lolsorhand wrote: »
    Loved every part up to part 3, has any more been released? And once you revisit them, update sounds and all. I'm deffo bringing my friends to a replay. Good work with this :)

    . . . . . Many thanks, glad you liked them! If there's any specific things besides sound that needs fixed, please let me know here or by in-game mail. Also, here's my latest update as to my progress with them:
    zebular wrote: »
    . . . . . As I planned for when release came a long time ago, I am putting further installments on hold until I can properly experience the rest of the game on my Mage. I did change my mind, as evident above, and wasn't going to do this though... but now looking everything over on how I'd like to the story to unfold - I'd like to fit the rest of the campaign into various places in the world that players travel to while leveling up and questing. I cannot properly do this until I first-hand experience each zone. If needed, I will continue to make updates and fixes to the current three installments. I plan on playing them again tonight to make sure they are still running smoothly and might release an update or two in the coming weeks.


    . . . . . I will be going over the three published missions later this week, or over the weekend, for passes on fixes and any needed updates to get them ready for Feywild and Act IV. However, I won't be publishing any more until I finish experiencing the entire game (up to Module 1). This is because I want to properly fit the rest of the 5 missions into various zones and have them line up with the lore used in official missions. Right now, my mage just hit level 37, so probably about a month more and I should have had enough time to complete content up to Module 1. Unfortunately, my health doesn't allow me more than several hours of game-time a week, sometimes more - sometimes less. Often less. *the mage frowns*
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited July 2013
    No need to rush :3 Also not that I can think of, it's all really polished.

    I'll be here when the next parts come out ^^ Also the optional encounters, nice touch.
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited July 2013
    lolsorhand wrote: »
    No need to rush :3 Also not that I can think of, it's all really polished.

    I'll be here when the next parts come out ^^ Also the optional encounters, nice touch.
    . . . . . Thanks! Act III was designed to be doable with tactics solo but will work really well in a team of two. Any more than that and it may make it way too easy. The first two acts are designed to give the best experience to soloers. As the story progresses, I plan on making elements that will challenge soloers and allow for larger groups. I also plan on having two versions of the final Act, Act VIII. One will be for soloers and the other will be for a full group. So in actuality, there will be 9 missions to this Campaign, with the last two being the same story just two different difficulty levels.

    . . . . . Just keep in mind, I will not create something I do not enjoy playing myself, as I am mostly a soloer. So, all my UGC, unless specifically stated, will be better suited for a solo or duo experience.
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited July 2013
    zebular wrote: »
    . . . . . Thanks! Act III was designed to be doable with tactics solo but will work really well in a team of two. Any more than that and it may make it way too easy. The first two acts are designed to give the best experience to soloers. As the story progresses, I plan on making elements that will challenge soloers and allow for larger groups. I also plan on having two versions of the final Act, Act VIII. One will be for soloers and the other will be for a full group. So in actuality, there will be 9 missions to this Campaign, with the last two being the same story just two different difficulty levels.

    . . . . . Just keep in mind, I will not create something I do not enjoy playing myself, as I am mostly a soloer. So, all my UGC, unless specifically stated, will be better suited for a solo or duo experience.

    I dunno, I never have any problems with difficulty. (Riddles in the Dark, was originally made for duo, then nerfed with slider for solowork. The hard parts are when you go Hardcore, or attack optional enemies.) But never had a problem with your combat, and that was with my 50 something GWF before I hit 60, and I had lvl 30 gear on her.

    But yeah, really liked it. (I think i'll give them a playthrough with my cleric as well :)Though just now my GWF took 10 Hard guards on by herself, just tanked and spanked lol. Custom Sentinel spec, drow.)
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited July 2013
    . . . . I've compiled a list of a slew of spelling and grammar corrections for all three missions. I plan on working on updating them tomorrow or Sunday, or through the weekend. Hopefully I'll have an update for all three ready to publish by the middle of the week, fixing many typos and adding a few elements I've been mulling over.

    lolsorhand wrote: »
    I dunno, I never have any problems with difficulty. (Riddles in the Dark, was originally made for duo, then nerfed with slider for solowork. The hard parts are when you go Hardcore, or attack optional enemies.) But never had a problem with your combat, and that was with my 50 something GWF before I hit 60, and I had lvl 30 gear on her.

    But yeah, really liked it. (I think i'll give them a playthrough with my cleric as well :)Though just now my GWF took 10 Hard guards on by herself, just tanked and spanked lol. Custom Sentinel spec, drow.)
    lolsorhand wrote: »
    No need to rush :3 Also not that I can think of, it's all really polished.

    I'll be here when the next parts come out ^^ Also the optional encounters, nice touch.

    . . . . .Awesome, thanks for the feedback and thanks to everyone else too (too much to quote)! I am glad you all are enjoying them!

    . . . . I'd like to re-state the following, as I might be able to work in any such requests if given prior to my updates:

    Player Interaction & Future Updates Planned:

    . . . . . I have often thought of adding more dialog options and was thinking that mayhap what I can do is ask players what kind of questions "They would ask" the NPCs in the dialog choices and then it might be worth-while to go through and add in some of those requests as the Campaign Develops.

    . . . . .I did add one "evil" act in the very beginning of Act I when I replaced the Abort Exit on the first map. I also do feel adding more neutral and evil responses would be nice to do also. Act III also see's some "rude" choices when speaking with the Drow Street Urchin also. Aside from these though, yes evil choices are quite lacking in the Campaign.

    . . . . . So, if anyone has any Dialog Choices that they would like to see with any of my NPCs, just reply with the following:
    1. What Mission is the NPC in?
    2. What Map is the NPC on?
    3. What is the name of the NPC?
    4. What dialog would you like more choices for?
    5. What specific questions or choices would you like to see for this NPC/Dialog?
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited July 2013
    . . . . . Campaign temporarily withdrawn while a bunch of fixes and updates are being made to Acts I, II, and III. It should be available once again sometime later today, July 28th 2013. I apologize for any inconvenience but this was necessary to get the updates to take as the missions were submitted for featuring. Update notes will be posted on the wiki entry for each mission once re-published. I'll reply again once I am done and the Campaign is available again.

    I'm still welcoming feedback especially pertaining to:
    Player Interaction & Future Updates Planned:

    . . . . . I have often thought of adding more dialog options and was thinking that mayhap what I can do is ask players what kind of questions "They would ask" the NPCs in the dialog choices and then it might be worth-while to go through and add in some of those requests as the Campaign Develops.

    . . . . .I did add one "evil" act in the very beginning of Act I when I replaced the Abort Exit on the first map. I also do feel adding more neutral and evil responses would be nice to do also. Act III also see's some "rude" choices when speaking with the Drow Street Urchin also. Aside from these though, yes evil choices are quite lacking in the Campaign.

    . . . . . So, if anyone has any Dialog Choices that they would like to see with any of my NPCs, just reply with the following:

    1. What Mission is the NPC in?
    2. What Map is the NPC on?
    3. What is the name of the NPC?
    4. What dialog would you like more choices for?
    5. What specific questions or choices would you like to see for this NPC/Dialog?
This discussion has been closed.