Can your alt character run the quest you created and rate it?
Nope, but you can make other accounts and rate your own quest. Though the sheer amount of reviews you'll get from the general public will make this pretty much pointless once your quest becomes popular, well "if" your quest becomes popular.
If you make a 1 star quest and rate it 5 stars with like 10 accounts, it will quickly be pushed down to 1 star once everyone realizes the quest sucks.
But using other accounts is a quick way to get your good quest out there, seeing as you need 20 reviews to get it eligible for Foundry for example.
zovyaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited May 2013
You could create multiple accounts and do this, but I don't think it's worth the work. Seems easier to just make a good quest to begin with, and promote it.
Nope, but you can make other accounts and rate your own quest. Though the sheer amount of reviews you'll get from the general public will make this pretty much pointless once your quest becomes popular, well "if" your quest becomes popular.
If you make a 1 star quest and rate it 5 stars with like 10 accounts, it will quickly be pushed down to 1 star once everyone realizes the quest sucks.
But using other accounts is a quick way to get your good quest out there, seeing as you need 20 reviews to get it eligible for Foundry for example.
glad to hear someone mentioned it in chat
MY FOUNDRY QUEST
Quest Title: Don't "Count" on it - Ch. 1 Short Code: NW-DQ3H4MXKG Duration: 15-20 minutes DAILY FOUNDRY ELIGIBLE? Yes!
Let me see promote your quest get 40+ views and no plays yep that will work.
Advice do not make quests longer than 15 mins because people will ignore you like the plague.
I don't know. I figure the first quest of a campaign should usually aim for the 15-30 minute mark, but future quests in that campaign don't need to be so short. The main issue is people not knowing whether they like an author's style or not. Once they get a taste with that first quest, those that like it are much more willing to play something longer from that person.
tilt42's campaign is a good example of that. A Hidden Blade is just long enough for the Daily quest, which will get people to try it. A good portion of those people that find that they like his style and/or story will continue with his next quest, which is much longer.
I'll just throw out this contentious statement; very few quests that are longer than 20 minutes have any valid reason to be longer than 20 minutes. There is absolutely nothing preventing you from telling an interesting and dynamic story in 20 minute chunks. There are all sorts of ways to recapture player input at the start of the next quest/segment. And there is a difference between FORCING a player to spend 50 minutes on your map vs. allowing them to finish in 20 but giving them the choice of spending 50 checking out neat, optional stuff.
Most importantly, there is a very GOOD reason that 15-20 minutes is a target number to shoot for, and that's because a large number of people playing this game have lives. Since you cannot save your progress and since the game AFK logs you out, you have to be realistic about how much uninterrupted time you demand from a player. The sweet spot here is the 15-25 minute range. If your quest is longer than this, you should be asking yourself very carefully... WHY? Do you have an absolutely critical, unalterable, uncompromisable reason for this? Because you are losing drastic amounts of potential audience by making it long, and if you don't have an extremely important reason to do this, perhaps you should re-evaluate.
Too many people came into this as DMs with a quest/concept all planned out in advance without any idea of what the foundry can do or what the players want/expect from an "action MMORPG". If you refuse to reevaluate your quest/concept in the face of reality, please don't be surprised when you lose vast swaths of potential audience because you are fighting against the current. Ask yourself critically... are you just holding on to an idea because you grew attached to it before you knew the details of the system? Are you trying to make the foundry do something against its nature just because you are too stubborn to re-evaluate your concept under the constraints we have? Any artist will tell you, sentimentality about your own ideas is the worst possible form of creative suicide.
I'm not saying there's no room for innovation or for trying new things or for finding a way to scratch an itch the vast majority of players don't even realize they have yet. And I'm definitely not saying long quests are bad. But if you are just stubbornly making long quests for no better reason than not letting go of your preconceived notions about what foundry content should be vs. what people expect it to be, well, in the words of the internet... "you're gonna have a bad time".
Depending on how the quest is structured, you CAN save your progress by having parts require going back to a regular Neverwinter adventure map. After all, the issue is just that you can't leave a custom map until it is complete. By having parts for the regular maps thrown in there, you're not in the middle of a custom map at those points, so they're natural break points that don't require you to start back up from the beginning.
But using other accounts is a quick way to get your good quest out there, seeing as you need 20 reviews to get it eligible for Foundry for example.
runs, not reviews. If you aren't in an active guild, the only way to get your quest over the 20 run hump is to have a bunch of chars to run it. It's also worth pointing out that it appears those runs have to be spaced apart. i.e., you can't just do 20 consecutive runs on the same char. However, I was finally able to bump mine up past the magic 20 by running it with all my chars after a few days away.
It should be noted that as soon as I got eligible for daily foundry, the play count is now growing at a much faster pace.
Most importantly, there is a very GOOD reason that 15-20 minutes is a target number to shoot for, and that's because a large number of people playing this game have lives. Since you cannot save your progress and since the game AFK logs you out, you have to be realistic about how much uninterrupted time you demand from a player.
+1
Of the handful I've done over the 30 mark, most were filled with absolutely dreadful, painful dialogue that didn't advance the story at all or the dungeons were, quite frankly, too **** big and uninteresting. [Oh look, the same mob combination... again.] Extremely self indulgent messes.
Currently working on : Shopping Mall Security (NW-xxxxxxxxx)
Author of the LGBT quest: Alternative Entertainment (NW-DHQPDNBZM)
Comments
I suppose if people had multiple accounts or something silly like that.
Nope, but you can make other accounts and rate your own quest. Though the sheer amount of reviews you'll get from the general public will make this pretty much pointless once your quest becomes popular, well "if" your quest becomes popular.
If you make a 1 star quest and rate it 5 stars with like 10 accounts, it will quickly be pushed down to 1 star once everyone realizes the quest sucks.
But using other accounts is a quick way to get your good quest out there, seeing as you need 20 reviews to get it eligible for Foundry for example.
Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
Code: NW-DSVCX8LD4
Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan
Quest Title: Don't "Count" on it - Ch. 1
Short Code: NW-DQ3H4MXKG
Duration: 15-20 minutes
DAILY FOUNDRY ELIGIBLE? Yes!
Advice do not make quests longer than 15 mins because people will ignore you like the plague.
I don't know. I figure the first quest of a campaign should usually aim for the 15-30 minute mark, but future quests in that campaign don't need to be so short. The main issue is people not knowing whether they like an author's style or not. Once they get a taste with that first quest, those that like it are much more willing to play something longer from that person.
tilt42's campaign is a good example of that. A Hidden Blade is just long enough for the Daily quest, which will get people to try it. A good portion of those people that find that they like his style and/or story will continue with his next quest, which is much longer.
Most importantly, there is a very GOOD reason that 15-20 minutes is a target number to shoot for, and that's because a large number of people playing this game have lives. Since you cannot save your progress and since the game AFK logs you out, you have to be realistic about how much uninterrupted time you demand from a player. The sweet spot here is the 15-25 minute range. If your quest is longer than this, you should be asking yourself very carefully... WHY? Do you have an absolutely critical, unalterable, uncompromisable reason for this? Because you are losing drastic amounts of potential audience by making it long, and if you don't have an extremely important reason to do this, perhaps you should re-evaluate.
Too many people came into this as DMs with a quest/concept all planned out in advance without any idea of what the foundry can do or what the players want/expect from an "action MMORPG". If you refuse to reevaluate your quest/concept in the face of reality, please don't be surprised when you lose vast swaths of potential audience because you are fighting against the current. Ask yourself critically... are you just holding on to an idea because you grew attached to it before you knew the details of the system? Are you trying to make the foundry do something against its nature just because you are too stubborn to re-evaluate your concept under the constraints we have? Any artist will tell you, sentimentality about your own ideas is the worst possible form of creative suicide.
I'm not saying there's no room for innovation or for trying new things or for finding a way to scratch an itch the vast majority of players don't even realize they have yet. And I'm definitely not saying long quests are bad. But if you are just stubbornly making long quests for no better reason than not letting go of your preconceived notions about what foundry content should be vs. what people expect it to be, well, in the words of the internet... "you're gonna have a bad time".
Super true, though have to watch out for the stupid quest dropping bug right now if you go that route.
runs, not reviews. If you aren't in an active guild, the only way to get your quest over the 20 run hump is to have a bunch of chars to run it. It's also worth pointing out that it appears those runs have to be spaced apart. i.e., you can't just do 20 consecutive runs on the same char. However, I was finally able to bump mine up past the magic 20 by running it with all my chars after a few days away.
It should be noted that as soon as I got eligible for daily foundry, the play count is now growing at a much faster pace.
+1
Of the handful I've done over the 30 mark, most were filled with absolutely dreadful, painful dialogue that didn't advance the story at all or the dungeons were, quite frankly, too **** big and uninteresting. [Oh look, the same mob combination... again.] Extremely self indulgent messes.
Author of the LGBT quest: Alternative Entertainment (NW-DHQPDNBZM)