Short Code: NW-DA8O42CFFMission Type: Lots of action with some (mostly optional) story and lore. 4 different ending messages. based on actions.
Average Duration: 25 minutes
Amount of Combat: High
Starts at: Protector's Enclave
Mission Summary: While investigating missing ore shipments from a Dwarven mine site in the Sword Mountains you uncover a dark force that threatens the region.
Author tips/hints: Initial feedback has been that this is too difficult at high levels (level 60). I'd like some confirmation of that and welcome any ideas on how to keep it challenging for both low and high level characters. I've considered adding an optional NPC guard that would fight alongside.
Screenshots/attachments:
Explore the ruins of a Dwarven hall:Meet interesting Drow in a custom Drow city... and kill them:Changelog:v.1.01 - 6/10/13
Updated dialog
Moved respawn point for Dwarven ruins to prevent falls into chasm
Added invisible walls in Dwarven ruins boss cave to prevent falling deaths.
Added additional quest object and final portal mechanism
Comments
IMO the diff needs to be ratched up a lot. Stackign encounters is the best way to increase difficulty.
Character is what a man is in the dark
Thanks for the feedback. I've had one comment that it was too easy and one that it was unplayably difficult. I guess I'll wait for more comments to determine whether I should tweak.
Stacking encounters can make content impossible to solo at 50+.
I haven't had a chance to run this yet, but I'll chime in later after I have.
The Seeker - 60 DC (11.5k GS)
Faithless - 60 CW (10k GS)
Thanks ananvilhurtz. I did go through and thin out some of the encounters. Hopefully that makes it more playable for high levels. I stopped short of thinning in all parts of the quest until I get more feedback. I appreciate you taking the time.
Some traps still functioned after being "disabled". I found combat pretty easy. Which is not a bad thing because the quest is already pretty long, could consider a slight reduction in the # of combatants along with a slight increase in the difficulty of some of the remaining ones. A bigger issue is that the final battle was way too easy, and therefore anti-climactic.
I enjoyed the way you used a few decisions the player makes to determine a part of the ending, very good idea. Only issue there is that the player is not given any information to base those decisions on (that I found, anyway). Could think about adding some "clues".
Code: NW-DJ5BFT52F
Author: @oortexplorer
Now eligible for Daily Foundry!
Thanks for the feedback, oortexplorer. I'm grateful that you took the time to run through it.
I've wrestled with the difficulty. Some saying that it was too easy and others saying that it was too hard. From my own experience it seems to depend on level. Difficulty scales pretty poorly. Something that is cake for my level 15 is darn near impossible for my level 53. I blame cryptic. I do like the idea of fewer combatants and harder one or two mob encounters. That could work out well.
For the ending, there are 4 books. Each one depends on whether you found the explosives and whether you chose to use the explosives. It was kind of an after thought. Like a little bonus for completing an optional objective that played into the story. Clues are an excellent idea! I think I'll add that along the way.
Thanks again for playing and for the great suggestions.
Act I: Part I: The Awakening: NW-DGDH5ZYE5
Act I: Part II: The Awakening: ND-DUGC8287P
Act II: The Plague: WIP
Griffon Beach: WIP
Thanks for playing through. I was wondering if anyone found the trolls. They're one of a few easter-egg-type back story components. I'll check into making the area behind them less accessible... whenever I can back into the foundry .