test content
What is the Arc Client?
Install Arc

Trading Reviews! Free all day today!

124»

Comments

  • labmouse42labmouse42 Member Posts: 64
    edited May 2013
    I have reviewed your quest. Could you please review mine when you can. My review thread can be located here.
    http://nw-forum.perfectworld.com/showthread.php?304062-Trade-Reviews-Looking-for-input/page2

    NW-DQF4T7QYH

    I liked the storm effect in the beggining. Its a nice touch of why you could go into a cave. You also had a reason to be out in the woods.

    Would the tents be burning in the storm? It just seems odd.

    Its tricky having the interactable items to push the story along. Sometimes I see mobs and start attacking, like when I went into the cave. Maybe putting a book or something at the start of the quest to explain to look for the interactibles would help.

    I liked the secret door at the back of the cave -- very cool. Is that just a door that you can open? What detail did you use?

    The interaction you had in the guard room goblins is not needed. Just having the quest description does the trick. The description says to kill them before they raise the alarm.

    I like how you added items that require skills in the game. I was able to check out the frame. You know what? Its cool to do stuff like that.

    In the room past the guardhouse, I was able to aggro all the mobs but the 2 archers. This let me pick them off afterwords. This greatly lowered the difficultity level.

    The names of all the orcs is a very nice touch. :D

    Why can't I free the prisoners? It would be more 'fun' if I could. It felt slightly clunky getting to the point where I could by freeing the tortured lady. I wish there was a better way to let me know to keep going.

    I killed the golbins torturning Victoria in the room with the prisoners. Therefore I saw the Victoria who gave me the key before I saw the one on the ground. That can be fixed by changing the spawning order. Wait until a dialogue part is reached before spawning the other Victoria.

    The blood on the tortue rooms is a nice touch.

    Despite your warning I still managed to aggro both mobs in that room at once.

    Ok, I thought you wanted me to platform jump over the barrels. I got on the wrong side of the barrace with nothing to interact with. That sucked hard. I had to start the entire adventure over again.

    I like the status of the goddess in the first dungeon room.

    The mobs had pathing errors in the torture chamber. I knocked them back and 2 got 'stuck' behind the catapult. Maybe the catapult should be moved back a bit.

    Its a minor point, but the prisoner bartender is in remarkably good clothing for an orc prisoner.

    A goblin in a pirate outfit? Awesome.

    The skeletons hopping up felt slightly out of place among all the orcs and goblins. I kept wondering, why are they there?

    I like the spiderwebs. I was expecting spiders to ambush me.

    The switch feels slighly choppy. Can you make that a portcullis or something? That dissapearing wall feels just clunky somehow.

    I liked finding the library that was cool.

    Good placement for your dungeon exit. Very smooth.
    Foundry Quests
    Author : @labmouse43
    Short Code : NW-DJHHV5CGY
    Name : The Frosty Protologist
    Duration : 15 minutes
  • coanunncoanunn Member, Neverwinter Beta Users Posts: 368 Bounty Hunter
    edited May 2013
    tarum89 wrote: »
    Hi, can i have a chance that you try my quest? i have already plaid yours, i know that probably you missed my post ;) it's in page 3.

    I actually did run yours and left my review in game.. I'm sorry but with all the quests I've been reviewing I've not been as judicious getting the reviews copied to the forums.
    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!
  • coanunncoanunn Member, Neverwinter Beta Users Posts: 368 Bounty Hunter
    edited May 2013
    labmouse42 wrote: »
    I have reviewed your quest.

    Thank you for the feedback.
    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!
  • labmouse42labmouse42 Member Posts: 64
    edited May 2013
    coanunn wrote: »
    Thank you for the feedback.
    Anytime man. I now know how much time goes into these projects. Having people give you as much feedback as possible I think is really helpful. What I do is just keep a notepad open on my second monitor and type up what I'm thinking as I'm playing it.

    I really dug your dungeon a lot, and look forward to the next one(s) you write.
    Foundry Quests
    Author : @labmouse43
    Short Code : NW-DJHHV5CGY
    Name : The Frosty Protologist
    Duration : 15 minutes
  • ravenspire1ravenspire1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 16 Arc User
    edited May 2013
    Please review my quest, the short code is on my signature. I am putting the final touches on a small new discover-able area and will upload that version. currently it is 1.2
    Thank you in advance and I will review yours and whom ever reviews mine and asks for a review back.
    Campaign: Right Place, Right Time: NWS-DHFZYUPJS
    Chapter 1: Message Delivery: NW-DA3XAVZ9W
  • keylord02keylord02 Member Posts: 0 Arc User
    edited May 2013
    coanunn wrote: »
    Simply Wow! This is a solid quest, tons of options and has the freeflow I had initially put into my quest and lost. This is indeed in the exact same design style as my own and shows the long history of RP and a nod to it's roots and the system this all came from. I would love to see the dungeon a bit more fleshed out with some eye candy and some tags such as [Knowledge: Arcane] on the "you do not have this skill" locations so that it pushes me to know what alt to bring back. That was a great piece of advice I received and I pass it on now to you.

    Thanks, coanunn! I'll have to add that to the next revision, because the system as-is is a bit broken. I just noticed yesterday that it says "You do not have that skill" for dialogue options that require items, for one! I'll probably add [Item Required] or something to those ones, because I originally left those off until you had the item to avoid spoilers but then realized that I WANT people to know that there's more to the quest. The same thing applies here, and there's nothing wrong with encouraging people to play again as an alt! :)

    Future updates will definitely have more eye candy and side stuff, but right now, I'm working around a very busy schedule at my job. Thanks for checking my quest out!
    Tomb of Wernar by @Lya
    Short code: NW-DJGYNI7NH

    In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
  • saerraelsaerrael Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    I'll try yours now on a lvl 60 cleric.
    If you could test mine on a higher level class with low dps that would be great as I'm looking for more feedback from those.

    NW-DJS69CYZ9

    Review.
    Chronologically, as I play;
    -Oooh, love the outdoor map! I agree, though, that a burning tent in a storm like this feels a bit strange.
    -The disappearing objects are a nice touch. It really feels the cave opens up more and more when you explore in this way.
    -I found a few 'press F to interact' on objects that can be altered.
    -I found a typo in the guard room. There was a 'the' where I think you may have meant 'they'.
    -I'm also finding the DM notes to be interesting and well done, not at all intrusive.
    -I'm not sure of this, but I think I found an invisible wall at some point in the torture room. As I use a knockback on groups of mobs, I apparently knocked one through it and had some trouble getting it down. (Or it to come to me, for that matter.) It's a minor detail as I did find a hole in that wall, but is the wall really needed?
    -Loved how you named each and every last NPC and mob!
    -All the detail is stunning and makes me wonder how your Budget for your maps turn out ;)
    -Shouldn't Religion be able to dispel a Priestess' ward? It feels more logical to me.
    -Thank you for the warning about cleansing the altar, by the way!
    -The demon was doable for me. Even if the room was quite small. I think it was the lack of adds (beyond one).

    I really enjoyed that. Thank you so much for sharing all that hard work. I gave you 5 stars and a tip for this quest.

    Question; I think I saw more than one Chest. How did you do that?
  • tarum89tarum89 Member Posts: 49
    edited May 2013
    coanunn wrote: »
    I actually did run yours and left my review in game.. I'm sorry but with all the quests I've been reviewing I've not been as judicious getting the reviews copied to the forums.

    Sorry it's not important, i will check there :)
    Many thanks and good job!
  • coanunncoanunn Member, Neverwinter Beta Users Posts: 368 Bounty Hunter
    edited May 2013
    saerrael wrote: »
    I'll try yours now on a lvl 60 cleric.
    If you could test mine on a higher level class with low dps that would be great as I'm looking for more feedback from those.

    NW-DJS69CYZ9

    Review.
    Chronologically, as I play;
    -Oooh, love the outdoor map! I agree, though, that a burning tent in a storm like this feels a bit strange.
    -The disappearing objects are a nice touch. It really feels the cave opens up more and more when you explore in this way.
    -I found a few 'press F to interact' on objects that can be altered.
    -I found a typo in the guard room. There was a 'the' where I think you may have meant 'they'.
    -I'm also finding the DM notes to be interesting and well done, not at all intrusive.
    -I'm not sure of this, but I think I found an invisible wall at some point in the torture room. As I use a knockback on groups of mobs, I apparently knocked one through it and had some trouble getting it down. (Or it to come to me, for that matter.) It's a minor detail as I did find a hole in that wall, but is the wall really needed?
    -Loved how you named each and every last NPC and mob!
    -All the detail is stunning and makes me wonder how your Budget for your maps turn out ;)
    -Shouldn't Religion be able to dispel a Priestess' ward? It feels more logical to me.
    -Thank you for the warning about cleansing the altar, by the way!
    -The demon was doable for me. Even if the room was quite small. I think it was the lack of adds (beyond one).

    I really enjoyed that. Thank you so much for sharing all that hard work. I gave you 5 stars and a tip for this quest.

    Question; I think I saw more than one Chest. How did you do that?

    Thank you for your feedback. Couple things, I don't have a high level low dps class to review with, my highest level toon is actually only just now lvl 40 and it's a TR.

    I have gotten the feedback about the tent a few times and I would love to do some scripting that allows the tent to diminish and be left burned up but unfortunately the editor simply does not allow for it nor does it provided a burned tent that I could replace the one you see with. That said I find it funny so many people feel that there is never a fire in a storm as nearly all forest fires in recent years have started in this manner. Water alone is not enough to put out a fire, and one started by a lightning strike will destroy much before it goes out.

    The invisible wall that everyone finds in the torture chamber.. yes it is absolutely necessary otherwise when you entered that room the enemies would not engage you. They would stand beating on Victoria through the entire fight until you damaged each one. Early testing showed this to be the single easiest encounter in the dungeon because of that. I have a cage around her currently but will likely change it to a simply wall across the entire back part of the room so knock-backs simply stop in front of her rather than getting things stuck behind. It is unfortunate that I can't simply make her non-interactive to the mobs but Cryptic has not given us that option as of yet.

    The budget on that map is at around 700, though it is there not because I couldn't place more but because I placed what felt natural. The supply room has supplies, the larder has food and even garbage. The chamber of filth has precisely that and each room is decorated half as it is used and half as it would have been used prior to the goblins moving in. For those who complain it needs more I simply disagree. Having a resource is not the same as needing it.

    The wards on the door you couldn't dispell are not those of the priestess but of the long dead mage and master of the keep from years past. Inside that room is a goody for all the CW's, just as there is a goody in other parts of the dungeon for the other classes. The only place where their are priestess wards are in the cathedral, offering an invisible wall between the high priestess and the player until such a time as all the servants are defeated. While a DC would indeed have the capability to dispell that in a PnP game in this case it is not given as an option due to the idea that once in the room you are in constant conflict until such a time as it would no longer be necessary to dispell. Again this is also more smoke and mirrors, as the first 3 phases the priestess is an NPC and the monsters would attack her rather than the player without the invisible wall.

    The extra chest is indeed the "Super Treasure Chest" which can be placed as a decoration anywhere in the map and currently contains the easter egg text on a failed interaction "Wouldn't it be nice if authors could reward players with a chest after the key fights?". It is a tongue and cheek reference to Cryptic's decision that the Foundry authors do not get any way to reward the player.

    As to a few other points others have raised, the skeletons in the back hallway are the servant's of the original lord of the keep that have had their corpses animated by the high priestess as additional guardians. Each goblin carries a token which allows them free passage past these undead guardians, but were I to include that as an interactive the player's inventory would be filled with unstackable quest items that simply are not necessary.

    The disappearing walls (yes there are two disappearing walls, if you have only seen one then you might want to play again as a TR *hint hint*). These are stand-ins for true sliding wall secret doors. Cryptic has indicated that is an art asset we will be getting at some point along with levers. Thus in the interim these are place holders. The clunky-ness is not due to a lack of effort but again not having the right "lego" for the job. Many players truly do not realize the sheer number of things the foundry can and can not do and as such some of what can appear clunky is due to the foundry not the author.

    Last but not least the DM Clicky. It is not going away, if anything my next quests will use it more often than this one did and to greater effect. This is my way of recalling the glory of the PnP days and adding to the smoke and mirrors theater of the mind that is lost in the modern age of video games. For those who do not appreciate it, that is noted and perhaps my quests are not for you. While I certainly apologize that you are unable to enjoy that, it will not cause me to change my style for if I do I ignore all those who do enjoy that feature. There are many options where that is not used, please feel free to seek your enjoyment elsewhere. For those who like the DM Clicky, well there shall be more in the future.

    Again to all those who have offered feedback I say thank you! I may not incorporate all your suggestions but I appreciate everything you say as it allows me to make better content as I move forward. There is likely to be one small update to this quest before it is submitted for feature. Whether it gets featured or not I will likely move on from it and begin work on the next planned adventure.
    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!
  • saerraelsaerrael Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    coanunn wrote: »
    Thank you for your feedback. Couple things, I don't have a high level low dps class to review with, my highest level toon is actually only just now lvl 40 and it's a TR.

    Oh, a lower level that doesn't do a lot of dps is fine, too. As my quest is hack&slash I'm kind of worried the less damaging classes will have a harder time.

    I have gotten the feedback about the tent a few times and I would love to do some scripting that allows the tent to diminish and be left burned up but unfortunately the editor simply does not allow for it nor does it provided a burned tent that I could replace the one you see with. That said I find it funny so many people feel that there is never a fire in a storm as nearly all forest fires in recent years have started in this manner. Water alone is not enough to put out a fire, and one started by a lightning strike will destroy much before it goes out.

    You raise a good point there.

    The invisible wall that everyone finds in the torture chamber.. yes it is absolutely necessary otherwise when you entered that room the enemies would not engage you. They would stand beating on Victoria through the entire fight until you damaged each one. Early testing showed this to be the single easiest encounter in the dungeon because of that. I have a cage around her currently but will likely change it to a simply wall across the entire back part of the room so knock-backs simply stop in front of her rather than getting things stuck behind. It is unfortunate that I can't simply make her non-interactive to the mobs but Cryptic has not given us that option as of yet.

    Ah, makes sense. Thank for clearing that up.

    The budget on that map is at around 700, though it is there not because I couldn't place more but because I placed what felt natural. The supply room has supplies, the larder has food and even garbage. The chamber of filth has precisely that and each room is decorated half as it is used and half as it would have been used prior to the goblins moving in. For those who complain it needs more I simply disagree. Having a resource is not the same as needing it.

    The level of detail felt just right for me :)

    The wards on the door you couldn't dispell are not those of the priestess but of the long dead mage and master of the keep from years past. Inside that room is a goody for all the CW's, just as there is a goody in other parts of the dungeon for the other classes. The only place where their are priestess wards are in the cathedral, offering an invisible wall between the high priestess and the player until such a time as all the servants are defeated. While a DC would indeed have the capability to dispell that in a PnP game in this case it is not given as an option due to the idea that once in the room you are in constant conflict until such a time as it would no longer be necessary to dispell. Again this is also more smoke and mirrors, as the first 3 phases the priestess is an NPC and the monsters would attack her rather than the player without the invisible wall.

    Interesting... You're making me think of a few things I may want to try, myself, in the quest I'm designing at the moment.

    The extra chest is indeed the "Super Treasure Chest" which can be placed as a decoration anywhere in the map and currently contains the easter egg text on a failed interaction "Wouldn't it be nice if authors could reward players with a chest after the key fights?". It is a tongue and cheek reference to Cryptic's decision that the Foundry authors do not get any way to reward the player.

    Thank you, I was wondering about that.

    For those who like the DM Clicky, well there shall be more in the future.

    Good! You did a great job with this, it made for a good story to wander through.

    Again to all those who have offered feedback I say thank you! I may not incorporate all your suggestions but I appreciate everything you say as it allows me to make better content as I move forward. There is likely to be one small update to this quest before it is submitted for feature. Whether it gets featured or not I will likely move on from it and begin work on the next planned adventure.

    Most welcome, I had a lot of fun with your quest.
    Good luck on getting it featured.

    (How odd that a quote isn't counted towards the 10 characters a post is supposed to contain.)
  • plutovichplutovich Member Posts: 11 Arc User
    edited May 2013
    plutovich wrote: »
    Im going to play yours and ill come back to post my review. Mine is "Choice by Combat", short code NW-DL7DFRIEF.

    Just finished your quest. I enjoyed it a lot. It has a high surprise factor, you stumble on the area, have to investigate it and you find interesting opponents. I noted that each mob had its own name and i liked that detail. Could have had more characters and dialogues, although that is more of a preference of mine. More quests coming from you? I will keep an eye out for them.
  • azurie1azurie1 Member, Neverwinter Beta Users Posts: 9
    edited May 2013
    coanunn wrote: »
    Az, did you want me to re-run your solo one? I really don't have a group I can bring atm to test, sorry mate.

    If you would please sorry it's taken so long to get back to ya but i've made quite a few changes to all my quest to include but not limited to encounter concentration/format i've removed some of the hardest one and replaced with standard and or easy ones and moved them around as well in general just a lot of attempts at balancing and cosmetics.
Sign In or Register to comment.