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The rule of lord infernos is now live try it and i will try yours in return

mysterionmysterion Member Posts: 30 Arc User
edited May 2013 in The Foundry
details are in my signature and part 2 is currently in the making and i intend this to be a multi part campaign.
all feedback good and bad is welcomed.
thanks
for those that bloack signatures the details are:
The Rule of Lord Infernos
NW-DC9P6Q161
@blasteron01
Why not try my first foundry mission with a good story if you fancy a adventure.
The Rule of Lord Infernos
NW-DC9P6Q161
@blasteron01
Post edited by mysterion on

Comments

  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    Feedback: I block signatures.
  • skullforged21skullforged21 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Feedback: I block signatures.

    That is extremely constructive criticism.. didn't expect that..
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    Solo level 14 TR.

    Capitalization and punctuation issues, especially missing periods, throughout.
    Many of the Press F to.... were the default text. Setting it to Press F to "something custom here" would be good. One was customized but it said "Press F to You do xxxx" which is grammatically incorrect. It should just be "Press F to ....", don't have to say You...
    A gate or two had the default detail name "gate 01" or whatever.
    Clipping problems with the entry door and giant beer barrel in the tavern.
    I can't ask the barkeeper what the heck the red magic effect/teleporter effect is doing in the corner when I talk with her the first time. When I speak to her she gives me the quest to Find Druidicos, but looking around I don't see anyone with that name, so since I don't see anything else I can do, I talk to her again, she then directs me to the ghost. That was confusing.
    The Gate Keeper does not move for some reason, so any ranged character can kill him with zero effort. He can attack with his ranged attack, but dodging it is trivial as it's a small AoE and he didn't use it much.
    Find the way past the magical fire: no point to this quest since you can just go around it via the other hallway, the hallway you have to go into anyway in order to get the key in the statue. In fact I the sparkly trail when you get the key leads you into the corridor past the magical fire before turning down the hall through the magical fire. I had to go back through the side hallway to get in "front" of the magical fire in order to use the braziers, to get "past the magical fire" that I was already past.
    Finding the first brazier for the magical fire was an exercise in wandering around as the point you have to reach to make the brazier usable is very small, I had to stand directly next to it. The second brazier had the trail right to it. It appears you chose different story quest types, first one reach a point and second interact.
    A number of traps I was unable to get the press F to disarm, despite standing next to them and looking at them with no enemies around. This happened to me in someone else's quest, so it seems to be a Cryptic bug with the TR.
    I liked having a riddle for the easy/hard path.
    The boss has the same problem as the Gate Keeper. The boss and his minions will not go up the stairs, and so any ranged attack will get them. Only one of the boss' minions has a ranged attack, throwing a boulder, but like the Gate Keeper it's trivial to dodge.
    Combats were nicely tactical other than the mini-boss and the boss/minions not approaching me to fight.
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    duplicate: slow forum...
  • mysterionmysterion Member Posts: 30 Arc User
    edited May 2013
    thanks for the feedback clearly i had overlooked a maping issue which i will revisit and correct and i will also revisit the grammer with all the publishing errors of late i wasnt sure which version went live.
    I had play tested a few times but didnt think to test for mobs going up stairs.I may redo the end boss room so its all on 1 level to prevent this issue.
    Your feedback has provided me with alot of useful information which as the author is easy to overlook.
    i will update this thread once the quest has been corrected as all work on quest 2 is now suspended till quest 1 is corrected.
    Why not try my first foundry mission with a good story if you fancy a adventure.
    The Rule of Lord Infernos
    NW-DC9P6Q161
    @blasteron01
  • mysterionmysterion Member Posts: 30 Arc User
    edited May 2013
    Ok the next build will be going live this afternoon with a ton of bug fixes ive listed the changelog below:
    change log v1.1 13/05/13
    Hopefuly fixed all the doors now so not generic
    Have fixed the map exploit allowing players to avoid a part of the questline
    fixed barmaid dialogue
    fixed clipping issues in tavern
    increased sensor range for a certain quest
    Fixed the gramerical error with F to you at certain quest point
    Updated the boss fights should be more of a challenge now.
    Alter merclins questline
    Obvious typos have been fixed should you spot any please send me a pm with details and i will get them fixed for next build.
    Still to do and will be in v1.2
    Do a sweep over gramerical errors and correct should any have been missed.
    Deal with any issues that have been reported and fix
    Part 2 quest line v 1.0 added and campaign created to tie them together.
    Why not try my first foundry mission with a good story if you fancy a adventure.
    The Rule of Lord Infernos
    NW-DC9P6Q161
    @blasteron01
  • maddrivermaddriver Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    Played the quest and rated it.

    Anyway, this quest has some of the most intense combat I've seen in a Foundry mission. It is primarily a fighting quest. Some encounters are very, very difficult. I played as a level 25 Control Wizard with a rank 13 Healer companion. If it wasn't for my companion, I would have died so many times. Even so, I used around 3-4 health potions.
    The enemy variety and theme is something I appreciate. I always liked fire monsters. On the subject of fire, since it is the theme of the quest, perhaps you could add some fire effects here and there around the dungeon, to decorate it.

    When you first enter the tavern, the last bench on the left is...integrated into the wall.
    I found a small typo when first talking to Druidicos (it's something like "Ive no time for this"). It's a small typo and can be fixed.

    I noticed that some rooms are dead ends, even if they seem to be connected to other rooms. If that was intended, then the trick worked. An exampled of such a room is the first corridor on the left after you inspect the statues. Also, right there, the torch is floating.

    Some waypoints are easy o miss, perhaps because they aren't centered properly with the corridor.

    The riddle at the end was a nice touch. I wonder if I had given the wrong answer, if only the hard way door opened. If so, it is a very interesting concept. There were lots of good ideas overall, combined with the very challenging combat.
    I am unsure yet if the map can still be solo at higher levels (because of the uneven scaling of monster levels compared to the player).
    I also liked the music very much.

    Looking forward to the continuation.

    My quest is called Path to the Underworld and it is also part of a (future) campaign. Any feedback you can provide would be greatly appreciated.
    NW-DA4N8EOZD
    Ignum Campaign NWS-DBBV2EY9G
    "The quest for the Book of Ignum"
    Chapter 1 Path to the Underworld NW-DA4N8EOZD
    "I have seen your future. I have seen your end"
  • chinspinnerchinspinner Member Posts: 0 Arc User
    edited May 2013
    About to give yours a go.

    Mine is: -

    NW-DMEWA2PW3
    The Three Dials

    It is a story quest with limited combat. All bespoke maps. Duration circa 15 minutes.
    My new quest:

    WIP
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