I like scaling rewards based on time spent. IMO, (time:risk) vs reward needs to be taken into account.
I 100% agree with this and feel they need to adjust the end loot based on time spent doing the adventure then just running a foundry and getting a white from the end chest that took you over and 1hr to play through along with 2 bags full of white and green items. That really makes no sense. That why I suggest they add a custom item maker to the foundry that you can only place so many of them per adventure and would still be randomly generated stats but you could choose the Icon for bag and then the texture when equiped.
I just published version 1.70 of A Hidden Blade, containing some big changes to the final part of the Lucky Arrow Inn, and a few adjustments to dialogue here and there. This should extend the experience by a minute or two without feeling like pointless padding, at least if I did it right.
I just published version 1.70 of A Hidden Blade, containing some big changes to the final part of the Lucky Arrow Inn, and a few adjustments to dialogue here and there. This should extend the experience by a minute or two without feeling like pointless padding, at least if I did it right.
I'll be honest, I'm torn about running this because while I want to see the changes I know on my TR even if I read through the prompts I can blow through it very fast and I don't want to skew your completion time anymore than it already is.
Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
You could just AFK near the final chest for a few minutes, you know.
True.. I'll give it a run.
Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
Definitely made some nice changes that change the flow dramatically. Felt like there was an extra wolf patrol as well or I missed one in my previous runs. The key to the cleric's room (I forgot the spelling of it) stays in inventory and doesn't get consumed.
I liked the encounter flow a bit better in the first ambush, it felt more challenging. I did afk at the end to make sure it took close to 20 minutes for completion. (gave me a chance to go check on my son during his nap anyway)
Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
I just published version 1.70 of A Hidden Blade, containing some big changes to the final part of the Lucky Arrow Inn, and a few adjustments to dialogue here and there. This should extend the experience by a minute or two without feeling like pointless padding, at least if I did it right.
I have to admit, I'm not a huge fan of all the extra fights in the inn (and had seen the devastation back there previously before the new changes led me around by the nose). Fighting the three individuals in the main tavern area after backtracking for the key was fine, but fighting back near the rear exit (again) because of the additional 3-man patrol started to feel like a grind (especially as they seem to be heavier on the health or defense). I was just ready to get out of that particular map by that point.
The problem here isn't your mission, it's that players are trying to use your mission because it's a quick daily once you no longer read the text. I'm guilty of that myself. I absolutely love your mission as an adventure/quest; the first time I went through each of the two parts I had loads of fun. It has a great balance of dialogue and combat with multiple options for handing scenarios (which I'm always a fan of).
In my opinion *every* foundry quest, regardless of length, should be eligible for the foundry daily with a cap on the astral diamond rewards and said AD reward scaled to the time spent on the adventure. Sure, players will probably just AFK until they hit the time required for the cap, but who cares.. if they're loitering around in a mission while running down the clock then they're not doing anything else. Because, let's face it, these adventures are already missing class-specific upgrades at the end of the dungeon, as well as crafting resource nodes along the way, and offering reduced XP after recent changes. The AD should be making up for that.
Just keep in mind.. that initial experience through your foundry adventure - that's the one people remember. All the repeat runs they do after the first are more and more likely more for the easy (?) AD reward than your adventure. I hesitate at calling it an easy AD adventure because it's NOT a simple design by any stretch of the imagination. It's a wonderfully crafted quest, and we should all be so lucky that all the Neverwinter adventures were as pleasant. What it isn't is a combat-slogfest that so many of the other foundry missions sadly are, and that's what makes it "easy". Easy-to-stomach, is more like it.
My point is, I would hate for you to ruin that initial experience just to keep this eligible as a daily foundry reward. I would prefer, instead, that Cryptic just rethink the requirements for earning astral diamonds on foundry missions. That said, I'm going to shoot you a PM to comment on a couple places in your mission that might help you with the time problem.
Comments
I totally agree, however, it would technically solve the problem :P
NW-DSEGBOHCC & NW-DKSTDEHFF @lunchtimenow
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
I 100% agree with this and feel they need to adjust the end loot based on time spent doing the adventure then just running a foundry and getting a white from the end chest that took you over and 1hr to play through along with 2 bags full of white and green items. That really makes no sense. That why I suggest they add a custom item maker to the foundry that you can only place so many of them per adventure and would still be randomly generated stats but you could choose the Icon for bag and then the texture when equiped.
Ship: Andorina Tactical Escort
Fleet: 177th Fleet
I'll be honest, I'm torn about running this because while I want to see the changes I know on my TR even if I read through the prompts I can blow through it very fast and I don't want to skew your completion time anymore than it already is.
True.. I'll give it a run.
I liked the encounter flow a bit better in the first ambush, it felt more challenging. I did afk at the end to make sure it took close to 20 minutes for completion. (gave me a chance to go check on my son during his nap anyway)
I have to admit, I'm not a huge fan of all the extra fights in the inn (and had seen the devastation back there previously before the new changes led me around by the nose). Fighting the three individuals in the main tavern area after backtracking for the key was fine, but fighting back near the rear exit (again) because of the additional 3-man patrol started to feel like a grind (especially as they seem to be heavier on the health or defense). I was just ready to get out of that particular map by that point.
The problem here isn't your mission, it's that players are trying to use your mission because it's a quick daily once you no longer read the text. I'm guilty of that myself. I absolutely love your mission as an adventure/quest; the first time I went through each of the two parts I had loads of fun. It has a great balance of dialogue and combat with multiple options for handing scenarios (which I'm always a fan of).
In my opinion *every* foundry quest, regardless of length, should be eligible for the foundry daily with a cap on the astral diamond rewards and said AD reward scaled to the time spent on the adventure. Sure, players will probably just AFK until they hit the time required for the cap, but who cares.. if they're loitering around in a mission while running down the clock then they're not doing anything else. Because, let's face it, these adventures are already missing class-specific upgrades at the end of the dungeon, as well as crafting resource nodes along the way, and offering reduced XP after recent changes. The AD should be making up for that.
Just keep in mind.. that initial experience through your foundry adventure - that's the one people remember. All the repeat runs they do after the first are more and more likely more for the easy (?) AD reward than your adventure. I hesitate at calling it an easy AD adventure because it's NOT a simple design by any stretch of the imagination. It's a wonderfully crafted quest, and we should all be so lucky that all the Neverwinter adventures were as pleasant. What it isn't is a combat-slogfest that so many of the other foundry missions sadly are, and that's what makes it "easy". Easy-to-stomach, is more like it.
My point is, I would hate for you to ruin that initial experience just to keep this eligible as a daily foundry reward. I would prefer, instead, that Cryptic just rethink the requirements for earning astral diamonds on foundry missions. That said, I'm going to shoot you a PM to comment on a couple places in your mission that might help you with the time problem.