Campaign Name: Call Of The Wild
Quest Name: Part 1: A Missing Man
Short Code: NW-DIVDJMFXJ
Duration: Approx 15-20 Minutes
Difficulty: Standard
Maps: 2
Style: Story driven Intro quest, with mixed combat and exploration.
NOTE: For the majority of the Quest the "Quest Trail" has been turned off or to Area. This is deliberate, to encourage exploration, which should enable you to find all the clues needed to progress to the end, and set the scene for Part 2.
My first ever attempt at anything like this, so all feedback will be appreciated. And I am just about to start playing some of the stuff listed here to offer my reviews in return.
Quest Name: City of Splendor
Short Code: NW-DLTU1VGL6
Difficulty: Solo
Maps: 2
This is part two of a quest (Sage Advice) - you travel to the Ruins of Myth Drannor in an attempt to find Arah's Father who was sold to a man called "The Butcher". Can you find her Father?
redneckronin:
Hay beds in the sewers (first room on left) float in the air.
Sewer Door Grate 01 - change name
Door at the key - hevay should be "heavy"
Blood Trail 01-?? - change name to just blood trail
Makeshift bridge near the backpack floats just above the ground
Rubble pile in room where blood trail starts - some of the rocks are floating above ground
Missed on clue that was hard to see (backpack 1) - made for a lot of running that was drab
Story was good and combat was perfectly paced imo. Could use some work on the decor though what you did have (other than the floating objects listed above) was also really really well done.
redneckronin:
Hay beds in the sewers (first room on left) float in the air.
Sewer Door Grate 01 - change name
Door at the key - hevay should be "heavy"
Blood Trail 01-?? - change name to just blood trail
Makeshift bridge near the backpack floats just above the ground
Rubble pile in room where blood trail starts - some of the rocks are floating above ground
Missed on clue that was hard to see (backpack 1) - made for a lot of running that was drab
Story was good and combat was perfectly paced imo. Could use some work on the decor though what you did have (other than the floating objects listed above) was also really really well done.
Many thanks for the feedback.
I had run through it for real for the first time this morning (running through in editor is not the same at all) and spotted a couple of those (Bridge and rocks)
I am working on editing a lot of the element names now, and have changed the format a bit (less quest trails and more needing to look for things, or just area markers) and am adding a few new elements to get the run-time up a bit.
As soon as I have finished the edit I'll have a go at the Quest in your sig,.
Once again, many thanks for the detailed feedback.
I have fixed (hopefully) all of the errors highlighted by hflord1, I have extended a few areas, added in a few more objects to interact with, some of which are just "dummy" objects, some of which drop Story Elements (not Quest, just background material for the story arc. I have updated the Spider Nest area, and added a few new encounters.
Quest Name: Call Of The Wild Pt.1
Short Code: NW-DIVDJMFXJ
Duration: 15-20 Minutes
Difficulty: Standard
Maps: 2
Style: Story driven Intro quest, with mixed combat and exploration.
NOTE: For the majority of the 2nd Map the "Quest Trail" has been turned off. This is deliberate, to encourage exploration, which should enable you to find all the clues needed to progress to the end, and set the scene for Part 2.
My first ever attempt at anything like this, so all feedback will be appreciated. And I am just about to start playing some of the stuff listed here to offer my reviews in return.
Many Thanks
All The Best
will run yours. my quest in my sig
MY FOUNDRY QUEST
Quest Title: Don't "Count" on it - Ch. 1 Short Code: NW-DQ3H4MXKG Duration: 15-20 minutes DAILY FOUNDRY ELIGIBLE? Yes!
Quest Name: City of Splendor
Short Code: NW-DLTU1VGL6
Difficulty: Solo
Maps: 2
This is part two of a quest (Sage Advice) - you travel to the Ruins of Myth Drannor in an attempt to find Arah's Father who was sold to a man called "The Butcher". Can you find her Father?
Hi hflord1,
Played this earlier, was unable to complete as when you returns to Arah's Shop/House to inform her about her father she is not there. Only way out was to leave the map, which may be why you are not getting any reviews of it.
Beyond that I liked the basic premise of the story, and the environments used. Couple of minor problems. The Quest Chain at Myth Drannor is a bit disjointed, and at least one Quest Objective rather spoils the storytelling element (Examine The Butcher's Body - kind of gives the game away that he is dead, try "Find The Butcher") I did like the two small quest for getting information on the Butcher's whereabouts thought.
Overall I liked it, but thought that there wasn't enough Storytelling / Explanation etc.
PS: Would've posted this in a <Quest Name> Review Thread,, but couldn't find one.
Thank you redneckronin - I found the problem, sorry to have wasted your time by you not finishing it. I will also work on the story. Thx a ton!
No worries.
That's what this is all about isn't it? Helping one another refine what we do.
One other thing I just remembered. When you move from the "Spider Stable" area through in to the next cave there's a bit of a large gap between the two floor areas, and while I didn't fall through, I didn't want to get back in there "just in case", so maybe find some way of smoothing that out.
Have been through CotW Pt.1 with a fine-tooth comb. I have, hopefully, ironed out any of the major gaffes.
I have also made some changes to content, and quest line.
I have:
fixed several cosmetic issues (floating rocks etc);
added more "cosmetic stuff" to the main quest rooms;
added a sneaky extra encounter;
added a normal encounter;
added a major story element (Book with background info), you just need to look for it;
opened up two of the previously inaccessible areas to accommodate these changes;
fixed as many typos and grammatical errors as I could find;
made labelling of some quest elements (blood trails) consistent;
changed the "Boss Fight" area slightly to make him more mobile (apparently he didn't like getting his feet wet);
added a visual "Easter Egg" that I shall be incorporating (somehow) in to all my Foundry content.
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lostromMember, Neverwinter Beta UsersPosts: 20Arc User
edited June 2013
Campaign Name: Call Of The Wild
Quest Name: COTW Pt.1 : A Missing Man
Short Code: NW-DIVDJMFXJ
Duration: Approx 15Minutes
I liked the quest, I like the idea behind it, and you did a nice job with having story built into it. My thoughts on it are just a couple of changes in the way you have some of the goals set up.
First, finding the pages in the correct order winds up making the player go back through rooms a number of times. I'm guessing you have them set up as 'Inspect object', which would not allow them to be set up in a linked-list, which may be what you have to do since you've got them all set up as dialogue windows. An option which would remove some of your lore from each page but make the flow better might be to set them up as interact with object, as you could then set up that one goal for all of the pages. After finding the pages, you could then do an inspect object on a book on a table, something like "place the pages in the book". This way, you could get the whole story in one go so you don't lose your lore entirely.
When I went through, I missed the backpack and went all the way to the end, not realizing I'd missed something. I ended up having to backtrack through the whole quest to find what I missed. Place it a little closer to the sewer entrance and make it slightly more obvious.
The blood trail.. You really only need the player to interact with the first one. It's pretty intuitive to follow the path if you make sure it seems important. Forcing the player to click on each one is cumbersome. If you really want to make sure that the player doesn't go the other direction first, throw up another of those wooden barriers to block the path.. and set it to go away once they find the backpack.
Otherwise, your pacing was good, I never felt like I was slogging through too many monsters, and the elements were all quite good for following the clues.
Many thanks lostrom, I had come to a similar conclusion about the pages, but with a small building with everything off the central room I was kind of forced to have the "back track", originally, after finding Page 2 the next encounter was in the central room, to make it clear to the player that the Werewolves were getting in to the house somewhere. I may reshape that part of the story to do so again.
I am working on a V1.2 now, and the Backpack (1st) and Dagger will have "Area Markers" in the quest log, the 2nd Backpack (after the blood trail) will have Point Marker. So far, apart from typos, floating boxes etc., the only major negative feedback I have had is people missing the Backpack (1st). So I have moved it slightly to make it more prominent. I may move it again to the first side-room with the Wererat encounter, at the moment that feels like something I tagged on.
I prefer the "story driven" type quests, so I am loathe to strip out too much "Quest Lore", in fact I'm looking at ways to add a bit more. But that will require quite a significant rework of some areas.
I agree with you on the blood trail, so will remove the "Interact Animations" from all apart from the ones with a story element.
I have taken on board most of the feedback, and found ways to implement it without compromising the story elements too much (I hope).
Below is a change-log.
[Change Log V1.1]
Fixed several cosmetic issues (floating rocks etc);
Added more "cosmetic stuff" to the main quest rooms;
Added a sneaky extra encounter;
Added a normal encounter;
Added a major story element (Book with background info), you just need to look for it;
Opened up two of the previously inaccessible areas to accommodate these changes;
Fixed as many typos and grammatical errors as I could find;
Made labelling of some quest elements (blood trails) consistent;
Changed the "Boss Fight" area slightly to make him more mobile (apparently he didn't like getting his feet wet);
Added a visual "Easter Egg" that I shall be incorporating (somehow) in to all my Foundry content.
[Change Log V1.2]
Fixed several dialogue issues;
Moved "Backpack" to more obvious location;
Changed "Backpack" Waypoint to Area, from None;
Changed "Dagger" Waypoint to Area, from None;
Added fake Exit / Abort element with dialogue explaining how to Abort ;
Cleaned up and reduced dialogue/interactions for "Blood Trail" section;
Gave key point in the "Blood Trail" section "Area" waypoints.
Added another encounter;
Reworked first Dialogue Encounter in Sarek’s House.
Reworked the “Collect The Journal” elements, this has led to a quite large “Story Element” all in one place.
Re-scripted the Danaeris Dialogue in the Sewers.
Altered several Wererat Encounters slightly.
Changed the “Find The Hidden Door” quest element.
Story wise the biggest impact was the change to the "Collect Journal" elements. There are just three basic "pick up object" interactions for the segments of the journal, only once all segments have been collected is there any need for a "Dialogue" element.
However, that Dialogue is now quite long, and does contain quite a bit of reading. I hope you do read it, as it really sets the tone for the story of not just this Quest, but also the two subsequent Quests in the Campaign. If you do simply choose to go straight to the "continue" options you'll go straight through this section in a matter of seconds, and because of that I had to change the pace and frequency of combat a bit to keep it over the 15 minute mark.
Finally, there is still some cosmetic tidying up for me to do within the Dialogue elements to keep the use of the three colours consistent, but that is of minor concern when compared to making the quest work. I will get round to it, just not tonight.
For the people who have had issues with the objectives not advancing, I hope this revised version fixes that for you; if it doesn't let me know and I'll look in to it.
One last thing, more feedback is always good. Here especially as I can get detailed feedback, but also a review in-game would be much appreciated if you have the time.
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lostromMember, Neverwinter Beta UsersPosts: 20Arc User
edited June 2013
Played it again with the changes. The quest is much easier to navigate (though it may be because I've run it before). Something to think about is that you can have some text pop up for each of the found journal entries. You might put something like "This journal entry makes mention of <plot element>.. Without more information, this is useless."
Nice job on your modifications. I do like the idea behind the story. Looking forward to more chapters.
If you get a chance, I have my very rough quest uploaded. It's the first chapter of a campaign as well. My dialogue still needs a bit of work, and I have some planned foreshadowing to add, but the rough story and encounters are mostly done.
Unless there is a "game-breaker" left in there then this will be the final build of this part.
I'd like to start work on Part 2: A Hidden Valley. Well, two of the three maps are already nearing completion, its just adding the Story Elements now.
Final change log is:
[Change Log V1.3]
Changed “Collect Journal” quest-line to not clutter up bag-space with dropped items.
Placed Area Markers on Journal quest elements.
Tidied up formatting of Interaction text to be (hopefully) uniform throughout.
Corrected numerous typos.
Increased difficulty of penultimate encounter.
Modifed route of Patrol Encounter.
Many thanks for the feedback, and reviews. I have learned a great deal about the Foundry in tweaking this, my first Quest.
Many, many thanks to lostrom for he idea on introducing story elements to the Journal pick-up dialogues. I hope you agree it worked a treat, especially as it totally freed me up to remove the Drop Items.
I'll be reading through this thread to make sure of have offered reciprocal reviews to anyone who has posted one here.
If you get a chance, I have my very rough quest uploaded. It's the first chapter of a campaign as well. My dialogue still needs a bit of work, and I have some planned foreshadowing to add, but the rough story and encounters are mostly done.
NW-DPSBQDGEZ
Hi Lostrom.
Tried to play this just now, couldn't find anyway to access the content. There's not trail to show where to go, not icon on the Protector's Enclave map, and when I go to the World Map no icon outside of PE.
Looks like you may have missed a Map Transition at the start of the Story-Board.
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lostromMember, Neverwinter Beta UsersPosts: 20Arc User
edited June 2013
Strange. You should have to talk to the girl in the Protector's Enclave first, and then there is a World Map transition via any of the gates. It's a village just outside the forest near the mountains.
I didn't get a chance to get all the way through your quest this time (work) but I did get through the journal pages part. I feel like it flows better this way, but you did have a typo on the.. second I think? Also, with the pages being possible to be looted out of order, I would try going back to not having the way-point areas. I liked having to search the whole house to find them.. I just didn't like having all the backtracking of the original format.
I just finished your quest and I wrote down the things I noticed that would need improvement. All in all it was a really nice quest, took me longer then I thought because I was writing stuff down. The amount of text from the journal was a bit too much, but on the other hand, it explained the story very well, so I would not change it.
It might be just a fangirl me, but are names Sarek and Danaeris inspired by Star Trek and GoT?
TYPOS:
- Granddaughter: perosn - person, "he doesn't work, he..." <- needs a comma
- Vase interaction: doo - do
- Putting journal together: cathing up - catching up, agaisnt - against, peice - piece
- Crate: rest pf the - rest of the, it is aid - it is said, dieing - dying, -OOC- tag broken
- Blood trail: blood on wall - blood on the wall
- Another blood trail: -mission info- tag broken
- Morgarav: insatioable - insatiable
WRONG OBJECT NAMES:
- Find clue about Sarek objective: Backpack 01
- Interact: Sewer door closed 1 (it also has "[" in front of the text that appears at interaction)
- Last door to leave sewers: "Press F to Go to next map" - would look better if it was "To leave" or something like that
Much appreciated. There's ALWAYS another Typo to fix.
Glad you appreciated the story elements with the Journal section. It hard to get that kind of information across in this format (I'm an old-school pen and paper roleplayer - so story is everything).
I'll fix the other items next time I perform an update/edit; none of them are show-stoppers.
The names.
If Sarek is inspired by Star Trek (and I admit it seems highly likely) then it must have been dragged up from the pits of my memory, I've not watched any Trek (except DS9) in a very long time.
GoT? I'm assuming you mean Game Of Thrones, never seen or read any of it, the only thing I know about it is the Sean Bean is (was?) in it.
If Sarek is inspired by Star Trek (and I admit it seems highly likely) then it must have been dragged up from the pits of my memory, I've not watched any Trek (except DS9) in a very long time.
GoT? I'm assuming you mean Game Of Thrones, never seen or read any of it, the only thing I know about it is the Sean Bean is (was?) in it.
Oh well, just a thought. There's a girl in it named Daenerys - so that's probably just my fangirl coming out of me.
Once again a huge thanks to all who played, and left feedback on this, both in-game and here.
Special thanks to Eskarine for the extensive list of typos (see above) and other details.
They should all be fixed now.
I have also made a few other changes, mainly cosmetic.
[Change Log: Version 2.0 (Final)]
Fixed numerous Typos and Tag Errors.
Changed names of items that can be interacted with from "Stock" name to something more appropriate.
Changed "Interact" text on Sewer Exit.
Fixed two "floaty items" - Second Backpack and Shiny Dagger.
Repositioned spawn-points of several Mobs so they do not get caught on terrain.
Changed lighting levels in Spider Lair and adjacent Crossroads.
Moved Spawn-Point of an "On Dialogue Prompt" Encounter so that it becomes more immediate, offering a Story Element for Danaeris' rapid disappearance.
Added an "On Objective Completed" Spawning Encounter to make first main tunnel seem less empty.
Added "Chat" element to Patrol to add a story element.
Moved a few Non-Interactable objects for cosmetic reasons.
Overall run-time should be roughly the same.
I'm pretty much happy with this now, and would appreciate a few more plays/reviews to make it eligible for the Daily.
I will of course reciprocate on the Reviews; just leave a note in this thread and I will do them, in the order they are posted.
Quest Name: COTW Pt.1 : A Missing Man : Review Thread
Short Code: NW-DIVDJMFXJ
Straight forward and fast combat delve. Good dialog and plot.
Wouldn't hurt to add more debris and clutter. Seemed a tad bland in the sewers. That does not take away the fun however, good job.
Only real suggestion is to try and keep the start NPC and entry to actual quest closer together. I have seen a lot of complaints from people on the forums saying they dislike trotting all over the enclave. Made a mental note to myself to avoid this.
the Book Binding series by @HarbingerDrum ----> Help Defeat Lolth's Minions
[SIGPIC][/SIGPIC]
Quest Name: COTW Pt.1 : A Missing Man : Review Thread
Short Code: NW-DIVDJMFXJ
Straight forward and fast combat delve. Good dialog and plot.
Wouldn't hurt to add more debris and clutter. Seemed a tad bland in the sewers. That does not take away the fun however, good job.
Only real suggestion is to try and keep the start NPC and entry to actual quest closer together. I have seen a lot of complaints from people on the forums saying they dislike trotting all over the enclave. Made a mental note to myself to avoid this.
Many thanks for the kind words.
I had been thinking about the NPC/Quest Entry thing myself (I play my quest as one of my 4 dailies).
But, I wanted the door near the sewers for the story element, and I needed an NPC that could pass as a Granddaughter, so I was fairly constrained in what I could choose.
The Granddaughter element was supposed to make a reappearance later in the chain, but most likely will not do so now. My Foundry design is like my PnP adventure design, a constantly evolving process, even as the Quest is being played.
Comments
Quest Name: City of Splendor
Short Code: NW-DLTU1VGL6
Difficulty: Solo
Maps: 2
This is part two of a quest (Sage Advice) - you travel to the Ruins of Myth Drannor in an attempt to find Arah's Father who was sold to a man called "The Butcher". Can you find her Father?
Hay beds in the sewers (first room on left) float in the air.
Sewer Door Grate 01 - change name
Door at the key - hevay should be "heavy"
Blood Trail 01-?? - change name to just blood trail
Makeshift bridge near the backpack floats just above the ground
Rubble pile in room where blood trail starts - some of the rocks are floating above ground
Missed on clue that was hard to see (backpack 1) - made for a lot of running that was drab
Story was good and combat was perfectly paced imo. Could use some work on the decor though what you did have (other than the floating objects listed above) was also really really well done.
Many thanks for the feedback.
I had run through it for real for the first time this morning (running through in editor is not the same at all) and spotted a couple of those (Bridge and rocks)
I am working on editing a lot of the element names now, and have changed the format a bit (less quest trails and more needing to look for things, or just area markers) and am adding a few new elements to get the run-time up a bit.
As soon as I have finished the edit I'll have a go at the Quest in your sig,.
Once again, many thanks for the detailed feedback.
All The Best
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Here's mine:
NW-DQCBVNXHW
Name: Old dungeon
lenght:13-16ish mins
maps:1
My first one too so i could use some critism too
Edit: finished running yours left my thoughts in the ingame review comment section
I have fixed (hopefully) all of the errors highlighted by hflord1, I have extended a few areas, added in a few more objects to interact with, some of which are just "dummy" objects, some of which drop Story Elements (not Quest, just background material for the story arc. I have updated the Spider Nest area, and added a few new encounters.
All The Best
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Quest Title: Don't "Count" on it - Ch. 1
Short Code: NW-DQ3H4MXKG
Duration: 15-20 minutes
DAILY FOUNDRY ELIGIBLE? Yes!
Hi hflord1,
Played this earlier, was unable to complete as when you returns to Arah's Shop/House to inform her about her father she is not there. Only way out was to leave the map, which may be why you are not getting any reviews of it.
Beyond that I liked the basic premise of the story, and the environments used. Couple of minor problems. The Quest Chain at Myth Drannor is a bit disjointed, and at least one Quest Objective rather spoils the storytelling element (Examine The Butcher's Body - kind of gives the game away that he is dead, try "Find The Butcher") I did like the two small quest for getting information on the Butcher's whereabouts thought.
Overall I liked it, but thought that there wasn't enough Storytelling / Explanation etc.
PS: Would've posted this in a <Quest Name> Review Thread,, but couldn't find one.
All The Best
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No worries.
That's what this is all about isn't it? Helping one another refine what we do.
One other thing I just remembered. When you move from the "Spider Stable" area through in to the next cave there's a bit of a large gap between the two floor areas, and while I didn't fall through, I didn't want to get back in there "just in case", so maybe find some way of smoothing that out.
All The Best
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I have also made some changes to content, and quest line.
I have:
fixed several cosmetic issues (floating rocks etc);
added more "cosmetic stuff" to the main quest rooms;
added a sneaky extra encounter;
added a normal encounter;
added a major story element (Book with background info), you just need to look for it;
opened up two of the previously inaccessible areas to accommodate these changes;
fixed as many typos and grammatical errors as I could find;
made labelling of some quest elements (blood trails) consistent;
changed the "Boss Fight" area slightly to make him more mobile (apparently he didn't like getting his feet wet);
added a visual "Easter Egg" that I shall be incorporating (somehow) in to all my Foundry content.
All The Best
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So have started on that.
Campaign Name: Call Of The Wild
Quest Name: COTW Pt.1 : A Missing Man
Short Code: NW-DIVDJMFXJ - Published
Quest Name: COTW Pt.2 : A Hidden Valley
Short Code: NW-DE861C*** - Not Yet Published
Quest Name: COTW Pt.3 : An Ancient Curse
Short Code: Not Yet Published
Should (RL allowing) have "A Hidden Valley" ready to go within a week.
All The Best
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Quest Name: COTW Pt.1 : A Missing Man
Short Code: NW-DIVDJMFXJ
Duration: Approx 15Minutes
I liked the quest, I like the idea behind it, and you did a nice job with having story built into it. My thoughts on it are just a couple of changes in the way you have some of the goals set up.
First, finding the pages in the correct order winds up making the player go back through rooms a number of times. I'm guessing you have them set up as 'Inspect object', which would not allow them to be set up in a linked-list, which may be what you have to do since you've got them all set up as dialogue windows. An option which would remove some of your lore from each page but make the flow better might be to set them up as interact with object, as you could then set up that one goal for all of the pages. After finding the pages, you could then do an inspect object on a book on a table, something like "place the pages in the book". This way, you could get the whole story in one go so you don't lose your lore entirely.
When I went through, I missed the backpack and went all the way to the end, not realizing I'd missed something. I ended up having to backtrack through the whole quest to find what I missed. Place it a little closer to the sewer entrance and make it slightly more obvious.
The blood trail.. You really only need the player to interact with the first one. It's pretty intuitive to follow the path if you make sure it seems important. Forcing the player to click on each one is cumbersome. If you really want to make sure that the player doesn't go the other direction first, throw up another of those wooden barriers to block the path.. and set it to go away once they find the backpack.
Otherwise, your pacing was good, I never felt like I was slogging through too many monsters, and the elements were all quite good for following the clues.
I am working on a V1.2 now, and the Backpack (1st) and Dagger will have "Area Markers" in the quest log, the 2nd Backpack (after the blood trail) will have Point Marker. So far, apart from typos, floating boxes etc., the only major negative feedback I have had is people missing the Backpack (1st). So I have moved it slightly to make it more prominent. I may move it again to the first side-room with the Wererat encounter, at the moment that feels like something I tagged on.
I prefer the "story driven" type quests, so I am loathe to strip out too much "Quest Lore", in fact I'm looking at ways to add a bit more. But that will require quite a significant rework of some areas.
I agree with you on the blood trail, so will remove the "Interact Animations" from all apart from the ones with a story element.
Many thanks once again.
All The Best
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I have taken on board most of the feedback, and found ways to implement it without compromising the story elements too much (I hope).
Below is a change-log.
[Change Log V1.1]
Fixed several cosmetic issues (floating rocks etc);
Added more "cosmetic stuff" to the main quest rooms;
Added a sneaky extra encounter;
Added a normal encounter;
Added a major story element (Book with background info), you just need to look for it;
Opened up two of the previously inaccessible areas to accommodate these changes;
Fixed as many typos and grammatical errors as I could find;
Made labelling of some quest elements (blood trails) consistent;
Changed the "Boss Fight" area slightly to make him more mobile (apparently he didn't like getting his feet wet);
Added a visual "Easter Egg" that I shall be incorporating (somehow) in to all my Foundry content.
[Change Log V1.2]
Fixed several dialogue issues;
Moved "Backpack" to more obvious location;
Changed "Backpack" Waypoint to Area, from None;
Changed "Dagger" Waypoint to Area, from None;
Added fake Exit / Abort element with dialogue explaining how to Abort ;
Cleaned up and reduced dialogue/interactions for "Blood Trail" section;
Gave key point in the "Blood Trail" section "Area" waypoints.
Added another encounter;
Reworked first Dialogue Encounter in Sarek’s House.
Reworked the “Collect The Journal” elements, this has led to a quite large “Story Element” all in one place.
Re-scripted the Danaeris Dialogue in the Sewers.
Altered several Wererat Encounters slightly.
Changed the “Find The Hidden Door” quest element.
Story wise the biggest impact was the change to the "Collect Journal" elements. There are just three basic "pick up object" interactions for the segments of the journal, only once all segments have been collected is there any need for a "Dialogue" element.
However, that Dialogue is now quite long, and does contain quite a bit of reading. I hope you do read it, as it really sets the tone for the story of not just this Quest, but also the two subsequent Quests in the Campaign. If you do simply choose to go straight to the "continue" options you'll go straight through this section in a matter of seconds, and because of that I had to change the pace and frequency of combat a bit to keep it over the 15 minute mark.
Finally, there is still some cosmetic tidying up for me to do within the Dialogue elements to keep the use of the three colours consistent, but that is of minor concern when compared to making the quest work. I will get round to it, just not tonight.
For the people who have had issues with the objectives not advancing, I hope this revised version fixes that for you; if it doesn't let me know and I'll look in to it.
One last thing, more feedback is always good. Here especially as I can get detailed feedback, but also a review in-game would be much appreciated if you have the time.
Many, many thanks.
All The Best
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Nice job on your modifications. I do like the idea behind the story. Looking forward to more chapters.
If you get a chance, I have my very rough quest uploaded. It's the first chapter of a campaign as well. My dialogue still needs a bit of work, and I have some planned foreshadowing to add, but the rough story and encounters are mostly done.
NW-DPSBQDGEZ
Unless there is a "game-breaker" left in there then this will be the final build of this part.
I'd like to start work on Part 2: A Hidden Valley. Well, two of the three maps are already nearing completion, its just adding the Story Elements now.
Final change log is:
[Change Log V1.3]
Changed “Collect Journal” quest-line to not clutter up bag-space with dropped items.
Placed Area Markers on Journal quest elements.
Tidied up formatting of Interaction text to be (hopefully) uniform throughout.
Corrected numerous typos.
Increased difficulty of penultimate encounter.
Modifed route of Patrol Encounter.
Many thanks for the feedback, and reviews. I have learned a great deal about the Foundry in tweaking this, my first Quest.
Many, many thanks to lostrom for he idea on introducing story elements to the Journal pick-up dialogues. I hope you agree it worked a treat, especially as it totally freed me up to remove the Drop Items.
I'll be reading through this thread to make sure of have offered reciprocal reviews to anyone who has posted one here.
All The Best
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Hi Lostrom.
Tried to play this just now, couldn't find anyway to access the content. There's not trail to show where to go, not icon on the Protector's Enclave map, and when I go to the World Map no icon outside of PE.
Looks like you may have missed a Map Transition at the start of the Story-Board.
All The Best
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I didn't get a chance to get all the way through your quest this time (work) but I did get through the journal pages part. I feel like it flows better this way, but you did have a typo on the.. second I think? Also, with the pages being possible to be looted out of order, I would try going back to not having the way-point areas. I liked having to search the whole house to find them.. I just didn't like having all the backtracking of the original format.
I just finished your quest and I wrote down the things I noticed that would need improvement. All in all it was a really nice quest, took me longer then I thought because I was writing stuff down. The amount of text from the journal was a bit too much, but on the other hand, it explained the story very well, so I would not change it.
It might be just a fangirl me, but are names Sarek and Danaeris inspired by Star Trek and GoT?
TYPOS:
- Granddaughter: perosn - person, "he doesn't work, he..." <- needs a comma
- Vase interaction: doo - do
- Putting journal together: cathing up - catching up, agaisnt - against, peice - piece
- Crate: rest pf the - rest of the, it is aid - it is said, dieing - dying, -OOC- tag broken
- Blood trail: blood on wall - blood on the wall
- Another blood trail: -mission info- tag broken
- Morgarav: insatioable - insatiable
WRONG OBJECT NAMES:
- Find clue about Sarek objective: Backpack 01
- Interact: Sewer door closed 1 (it also has "[" in front of the text that appears at interaction)
- Last door to leave sewers: "Press F to Go to next map" - would look better if it was "To leave" or something like that
FLOATING ITEMS:
- Shinny dagger
- 2nd backpack
Now featured!
'A wayward child' is currently taken down for upgrades
Much appreciated. There's ALWAYS another Typo to fix.
Glad you appreciated the story elements with the Journal section. It hard to get that kind of information across in this format (I'm an old-school pen and paper roleplayer - so story is everything).
I'll fix the other items next time I perform an update/edit; none of them are show-stoppers.
The names.
If Sarek is inspired by Star Trek (and I admit it seems highly likely) then it must have been dragged up from the pits of my memory, I've not watched any Trek (except DS9) in a very long time.
GoT? I'm assuming you mean Game Of Thrones, never seen or read any of it, the only thing I know about it is the Sean Bean is (was?) in it.
All The Best
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Oh well, just a thought. There's a girl in it named Daenerys - so that's probably just my fangirl coming out of me.
Looking forward to next chapter.
Now featured!
'A wayward child' is currently taken down for upgrades
Special thanks to Eskarine for the extensive list of typos (see above) and other details.
They should all be fixed now.
I have also made a few other changes, mainly cosmetic.
[Change Log: Version 2.0 (Final)]
Fixed numerous Typos and Tag Errors.
Changed names of items that can be interacted with from "Stock" name to something more appropriate.
Changed "Interact" text on Sewer Exit.
Fixed two "floaty items" - Second Backpack and Shiny Dagger.
Repositioned spawn-points of several Mobs so they do not get caught on terrain.
Changed lighting levels in Spider Lair and adjacent Crossroads.
Moved Spawn-Point of an "On Dialogue Prompt" Encounter so that it becomes more immediate, offering a Story Element for Danaeris' rapid disappearance.
Added an "On Objective Completed" Spawning Encounter to make first main tunnel seem less empty.
Added "Chat" element to Patrol to add a story element.
Moved a few Non-Interactable objects for cosmetic reasons.
Overall run-time should be roughly the same.
I'm pretty much happy with this now, and would appreciate a few more plays/reviews to make it eligible for the Daily.
I will of course reciprocate on the Reviews; just leave a note in this thread and I will do them, in the order they are posted.
Many, many thanks.
All The Best
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Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
Many thanks to all those who played and reviewed it.
All The Best
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Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
Short Code: NW-DIVDJMFXJ
Straight forward and fast combat delve. Good dialog and plot.
Wouldn't hurt to add more debris and clutter. Seemed a tad bland in the sewers. That does not take away the fun however, good job.
Only real suggestion is to try and keep the start NPC and entry to actual quest closer together. I have seen a lot of complaints from people on the forums saying they dislike trotting all over the enclave. Made a mental note to myself to avoid this.
[SIGPIC][/SIGPIC]
1- 20, 2- 35, 3- 18, 4- 20 min
Comments to -> the Book Binding
Many thanks for the kind words.
I had been thinking about the NPC/Quest Entry thing myself (I play my quest as one of my 4 dailies).
But, I wanted the door near the sewers for the story element, and I needed an NPC that could pass as a Granddaughter, so I was fairly constrained in what I could choose.
The Granddaughter element was supposed to make a reappearance later in the chain, but most likely will not do so now. My Foundry design is like my PnP adventure design, a constantly evolving process, even as the Quest is being played.
All The Best
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