I think just once is harsh, I play some of the foundry stuff more than once just to see what I missed.
We need to encourage that, especially with the more complex (geographically speaking) maps.
I would suggest having plays 1-5 be normal, then a 10% reduction rewards for each subsequent play, so that by the time someone has played a Quest 15 times they are getting nothing from it (XP included, after that you replay something because you like it).
All The Best
I know what you mean, but I think a map's replay value should lie in the content, not rewards. If people put multiple endings in a map, I can guarantee that some people will play more than once just to see each of them. Regular Quest has had lots of replays, and people even replayed Catacombs of Dread which was two hours long with no incentive other than seeing the alternate endings of certain NPC's.
If the devs would make it so you can only be rewarded for playing a quest once, then it would literally force all the casuals to look for new quests to play on a daily basis.
Players, especially causal ones, don't like to be forced to anything. And bonus 1000 - 4000 AD depends on level from Foundry Daily isn't that much, when you can also have 1000+ AD per day from invoking and doing nothing.
Your solution would rather make people simply not playing Foundries at all or playing it less often.
I know it will be heartbreaking for some people, but NW isn't built around the Foundry and it's only one and not the most important of the game features. It hardly requires to be forced on other players.
Another thing missed by most of people in this topic - quality of Foundry quests is in general pretty low, or at least random. There is a lot of poorly balanced maps, with combat too difficult, or too boring, or broken, or no story, or too much story, whatever. Making any player forced to try new quests whether s/he likes it or not, when those quests can be no fun, tiresome, making player spending too much on potions and injury kits (which IS a valid concern for lvl 60 people looking for dailies) will end only in fewer people playing Foundries.
Bad idea.
Remember how loot and XP from Foundries was nerfed? Fewer people are playing it now. Nerf rewards even more and Foundry may be put offline as well. Because it will be little more than toy for few hardcore authors and players, with no real meaning for the rest of game population.
If anything, the Foundry needs more rewards on top of present daily requirements, not limiting already existing ones.
Players, especially causal ones, don't like to be forced to anything. And bonus 1000 - 4000 AD depends on level from Foundry Daily isn't that much, when you can also have 1000+ AD per day from invoking and doing nothing.
Your solution would rather make people simply not playing Foundries at all or playing it less often.
I know it will be heartbreaking for some people, but NW isn't built around the Foundry and it's only one and not the most important of the game features. It hardly requires to be forced on other players.
Another thing missed by most of people in this topic - quality of Foundry quests is in general pretty low, or at least random. There is a lot of poorly balanced maps, with combat too difficult, or too boring, or broken, or no story, or too much story, whatever. Making any player forced to try new quests whether s/he likes it or not, when those quests can be no fun, tiresome, making player spending too much on potions and injury kits (which IS a valid concern for lvl 60 people looking for dailies) will end only in fewer people playing Foundries.
Bad idea.
Remember how loot and XP from Foundries was nerfed? Fewer people are playing it now. Nerf rewards even more and Foundry may be put offline as well. Because it will be little more than toy for few hardcore authors and players, with no real meaning for the rest of game population.
If anything, the Foundry needs more rewards on top of present daily requirements, not limiting already existing ones.
But then we're back at only a few maps getting played. I thought the whole point of the daily bonus was to encourage people to play new maps, not play the same ones over and over and over.
Remember how loot and XP from Foundries was nerfed? Fewer people are playing it now. Nerf rewards even more and Foundry may be put offline as well. Because it will be little more than toy for few hardcore authors and players, with no real meaning for the rest of game population.
If anything, the Foundry needs more rewards on top of present daily requirements, not limiting already existing ones.
And if Players were rewarded "per quest" on the number of different quests they played (with diminishing returns for repeatedly playing the same quests over and over) then we would have more Foundry use and more varied quests being played.
Everyone wins.
The current Foundry Daily is just about the worst possible way to incentivise players to access a broad range of Foundry content.
And if Players were rewarded "per quest" on the number of different quests they played (with diminishing returns for repeatedly playing the same quests over and over) then we would have more Foundry use and more varied quests being played.
Everyone wins.
Read my post once again. It will be a disaster, just like it was nerfing Foundry rewards before. Only few hardcore authors and players would be happy, most of the game population would simply ignore Foundry even more than before.
If player wants to farm few quests over and over, it's his choice and gaming time.
Much simplest solution is to get rid of star ratings in general, as they are probably more harming than actually beneficial, and making quests counting per daily once per every 15 minutes of average play length.
So quest with 15 - 20 min playtime counts as one daily play, but quest with 1h duration is like 4 daily plays. Then add better search engine. And fixed. At 60 lvl your daily foundry requires 4 plays to complete and now you can make it with one longer quest instead of jumping between few shorter ones.
I still think there should be some sort of Foundry gear set that you can either buy with Foundry points (similar to the pvp gear and glory points). It should be T1 and you get the points by playing foundry missions at level 60. Longer missions give more points. The gear would have a unique look.
Or gear could be given out in the final chest for missions with average play time over an hour.
I was always of the opinion that we create the carrot.
Chili, you've had a lot of success. In case you didn't notice though, the majority of Foundry authors are feeling very isolated and discouraged right now due to broken search features, and a very narrow audience that mostly consists of their competition.
Here's a metaphor for you that will explain the current status of the Foundry.
chili, you represent a Walmart that is conveniently located in a big town.
The other Foundry authors are like little a couple of little pawn shops out in the middle of nowhere right across the street from each other. The owners have about twenty bucks between them, and they walk back and forth across the street every day trading stuff and swapping that twenty bucks back and forth. Do you understand, now?
Better search engine is a must.
Almost all current problems are spawned from the fact that players have only star ratings and "best/featured" tabs as their only viable tools for finding quests. "For review" tab is unusable in its current state, and tab for new quests is also cluttered.
Thus looking at number of stars or plays is the only quick option for finding quests.
This is what makes things broken.
Better search engine is a must.
Almost all current problems are spawned from the fact that players have only star ratings and best/featured tabs as their only viable tools for finding quests. For review tab is unusable in its current state, and tab for new quests is also cluttered.
Thus looking at number of stars or plays is the only quick option for finding quests.
This is what makes things broken.
Fixing the search tools will make it easier for players to look up quests. But we'll still be left with the chore of sitting on this forum, posting all day, trying to get plays, trading reviews, etc. Essentially we'll still have the same audience we have now, it will just make things easier on the audience, which is necessary, but not a complete fix. We still have to fix the daily bonus. You might not like it, my friend, but if people can get rewarded for something by doing it more than once, they'll just keep doing it. So they find a handful of quests, and create their own virtual AD dispensing treadmill. We have to give them an incentive to STEP OFF OF THE TREADMILL and walk around in a more dynamic sense, actually exploring, seeing new things, in new quests.
It will merely forces farmers to make different threadmill.
Let's say you have each quest giving only one play per 24h.
It means that farmer will have to rotate between 4 quests, and only 4 quests, per daily at 60 lvl.
There is already more than 4, or even 8, farmable quests amongst the most popular ones. So farmers still have their favorite rotation, except now it's not the only one, but few quests, still the same ones. For people playing Foundry only to farm it's a minor inconvenience if they're subscribed to 4 instead of one quest.
They are still playing mostly those 15 - 20 minutes long ones, so little changes in the long run.
Logical incentive would be giving more plays for longer quests. (though literally nothing is safe from farmers, they will find and stick with easiest 1h long quests, I'm sure of it).
It will merely forces farmers to make different threadmill.
Let's say you have each quest giving only one play per 24h.
It means that farmer will have to rotate between 4 quests, and only 4 quests, per daily at 60 lvl.
There is already more than 4, or even 8, farmable quests amongst the most popular ones. So farmers still have their favorite rotation, except now it's not the only one, but few quests, still the same ones. For people playing Foundry only to farm it's a minor inconvenience if they're subscribed to 4 instead of one quest.
They are still playing mostly those 15 - 20 minutes long ones, so little changes in the long run.
I think you misunderstood my suggestion, sir. I did not mean that you should only get rewarded for playing a quest once every 24 hours. That is already the case I believe. And yes, people are already just rotating between four to six quests as a result. What I'm saying is once you get a daily bonus from playing a quest, you shouldn't be able to just go play that same quest the next day, and get the same reward. You should only get rewarded for playing a quest once. This way, players can't just set up a routine of short quests to farm their daily with. They'll have to actually look through the list for a quest they haven't completed yet.
Reward for playing one quest only once, ever? Now, this would kill Foundry appeal for good. You don't have that many authors and remember that many authors don't even test their quest at 60 lvl (because they cannot, lol, another bug takes its toll).
Remember, Foundry isn't the only way for acquiring AD.
Making the Foundry dailies that draconian will simply make most of people not even bothering with playing it.
Why Cryptic would agree to make Fondry a ghost town just for benefit of small faction of it's playerbase? It's not even desirable from their point of view.
Most people are already not playing Foundry missions, and the ones that do are just playing the same maps over and over again, or they're Foundry authors trying desperately to get plays by playing other authors' quests hoping for a fair trade. SOMETHING has to be changed if this community is going to have any longevity. Foundry authors want to be acknowledged for the hard work they put into their quests. MOST of the Foundry community has struggled to get more than a dozen reviews. They will eventually get fed up with the lack of attention, and leave. I'm talking within the next couple of months. So we'll be left with an even smaller Foundry community. Eventually people will get burnt out on PVE content. The PVPers will always PVP, but much of the population is eventually going to turn to the Foundry for end-game content, only to be disappointed by a lack of diversity and innovation. And why? Because the Foundry community cannibalized itself long before they got burnt out on Gauntlgrym and Elder Scrolls Online.
Many of these issues and arguments played out on STO over the last two years.
Though there, the introduction of very good rewards lead to periods of massive exploitation, which lead to huge divisions between story-authors and farmers, which became seriously toxic. (To the point where farmers were killing missions of the so-called 'foundry elites.')
It pretty much killed my interest in STO Foundry.
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
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?
0
beeblebrox69Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited June 2013
A simple solution: add a second daily quest that rewards AD for playing a Foundry quest you haven't played before. Combined with a better search system and some of the other ideas here, it wouldn't make the system PERFECT, but it would help a LOT.
I do like the idea of rewarding Foundry-exclusive gear at level 60 as well.
THE VAALYR PROPHECY PROLOGUE: MISTY HOLLOW
NW-DISM87G71 CH.1: GOBLIN GROTTO NW-DSR6ZUDM2
0
vuelheringMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Chili, you've had a lot of success. In case you didn't notice though, the majority of Foundry authors are feeling very isolated and discouraged right now due to broken search features, and a very narrow audience that mostly consists of their competition.
Actually, I felt quite rewarded merely by telling my story. I don't even have 20 reviews yet, but making the quest was fun. Running it was fun. I've run it many times now, and still enjoy parts. It's nice when doing a quest and thinking "Hrm, I wish this was better" and being able to go in and do something about it!
I spammed it a little in /zone and I think a few others played through, too. I expect that quests eligible for the daily will get a lot more visits, though.
This is a problem I have 180 views on my thread and only 1 person bothered to review one of them. and these are authors we are talking about, so yes getting people to play your quest and give reasonable constructive feedback to enable you to improve is thin on the ground.
As to how it may be made better I for one have no clue at the moment.
But I will keep on building.....
The top rules of success in real estate can be summarized as "location, location, location."
The corollary for Foundry is "content, content, content."
Crowdsourcing works. Good content, if designed in accordance with mainstream preferences, will generally rise to the top. Good content, if designed in accordance with only your preferences, may or may not rise to the top.
A preference of MMO players today is to get maximum reward for minimum investment. Knowing this, if your quest is too long, break it into multiple quests and call it a campaign.
This holds true for dialogue. Sorry to say, what you might think is good content, might be, but is probably not appropriate for a gaming environment. Realize that most gamers don't read, skim at most, and they miss most of the written word. Be brief, tell your story visually, and as your audience grows to trust you, they will grant you more leeway to actualize your vision.
Which takes me to an important point: Simplicity isn't a bad thing, to be simple is a great achievement IMHO. I am always asking myself, where can I remove the unessential? How can I take out things? How can I tell a visual story? How can I use the fewest components possible in my environments? My environments have been criticized for this, but I do not plan to change this as it is my philosophy, puts the spotlight where I want it, & fully intended.
I guess what I'm saying is focus on telling stories your way for the enjoyment you get out of creating them. If you're having a good time and think "Wow, that was really amazing" as you're building it, I can almost guarantee there are people out there who will as well. If you're focusing on length, and being popular is important to you, that's just a corollary mainstream preference easily fixed.
This is a problem I have 180 views on my thread and only 1 person bothered to review one of them. and these are authors we are talking about, so yes getting people to play your quest and give reasonable constructive feedback to enable you to improve is thin on the ground.
As to how it may be made better I for one have no clue at the moment.
But I will keep on building.....
This is a problem I have 180 views on my thread and only 1 person bothered to review one of them. and these are authors we are talking about, so yes getting people to play your quest and give reasonable constructive feedback to enable you to improve is thin on the ground.
As to how it may be made better I for one have no clue at the moment.
But I will keep on building.....
First and foremost I would say change your sig. There's too much text. All you need is a name, the short code, and length. There's too much gobbedlygook.
Then review others and they will, hopefully, review yours. Review trading is the best way to get feedback.
Dzogen, you're a talented author, and obviously better at advertising than most of us. My main problem with this system though is that I've had to spend so much time advertising just to get 30 reviews that I've never really had time to play the actual game aside from reviewing a few peoples' quests. It has also cut into my editing time. And my cartoon time. And my work-out time.. Basically, Foundry authors shouldn't have to spend hours a day trying to get people to play their quests. I was a famous map maker on the original Starcraft a decade ago, I got more plays per day than all the popular quests on here put together... and so did a lot of other guys. Even back then Blizzard had a system that accommodated UGC better than what Cryptic/PWE has given us. It's not just that I was lucky or so much more awesome than all the other talented map makers back then. You could host a game, and it would show up on a list, where people would click and join. In a day you could host your map a few dozen times, and have a hundred plays. I understand this isn't the same type of game, but the devs could easily give the casual players incentive to review new quests.
Dzogen, you're a talented author, and obviously better at advertising than most of us. My main problem with this system though is that I've had to spend so much time advertising just to get 30 reviews that I've never really had time to play the actual game aside from reviewing a few peoples' quests. It has also cut into my editing time. And my cartoon time. And my work-out time.. Basically, Foundry authors shouldn't have to spend hours a day trying to get people to play their quests. I was a famous map maker on the original Starcraft a decade ago, I got more plays per day than all the popular quests on here put together... and so did a lot of other guys. Even back then Blizzard had a system that accommodated UGC better than what Cryptic/PWE has given us. It's not just that I was lucky or so much more awesome than all the other talented map makers back then. You could host a game, and it would show up on a list, where people would click and join. In a day you could host your map a few dozen times, and have a hundred plays. I understand this isn't the same type of game, but the devs could easily give the casual players incentive to review new quests.
Thanks dude, I think you get a lot of visibility on the board. I'd still like to see a 15-30 minute quest length, between your 2 minute and 2 hour one. That way you're getting eligible for daily and long enough to appeal to mainstream gaming preferences. Until something changes within the search functionality or elsewhere that would probably be the missing link I would think.
EDIT: I happen to be a big fan of decent microquests (<2 mins) but that's just me.
Thanks dude, I think you get a lot of visibility on the board. I'd still like to see a 15-30 minute quest length, between your 2 minute and 2 hour one. That way you're getting eligible for daily and long enough to appeal to mainstream gaming preferences. Until something changes within the search functionality or elsewhere that would probably be the missing link I would think.
EDIT: I happen to be a big fan of decent microquests (<2 mins) but that's just me.
Thank you too, I enjoy your style of quest, and the simplicity you offer. Your support has also been a HUGE encouragement to me. I've got another quest in the works I'm planning on publishing on the official release date of June 20th. I'm not really sure what it's duration will be though to be honest. Today I came up with some ideas to extend it, hopefully it will not be too long or short like my previous works.
I'm hoping I can keep my third quest more narrowly paced at 20 mins.
Ideally, something flexible with benefits for repeating and poking at odd fluff elements on, say, your 5th run...
Trying to learn how to pace in this system is one of the very many skills a good content creator needs.
As for 'I spend my valuable time hunting for players!', that's just the breaks with modern electronic media. You always have to sell your work -- it rarely finds an audience on its own.
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
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?
Regular Quest is a great proof of concept and funny! It'd be interesting leveraged into some mass combat quest...
I've been hoping several authors would take the concept and run with it. My next map will sort of be based off a similar concept, but there will be a little more innovation, something I hope other authors use to even better effect later on.
Comments
I know what you mean, but I think a map's replay value should lie in the content, not rewards. If people put multiple endings in a map, I can guarantee that some people will play more than once just to see each of them. Regular Quest has had lots of replays, and people even replayed Catacombs of Dread which was two hours long with no incentive other than seeing the alternate endings of certain NPC's.
Your solution would rather make people simply not playing Foundries at all or playing it less often.
I know it will be heartbreaking for some people, but NW isn't built around the Foundry and it's only one and not the most important of the game features. It hardly requires to be forced on other players.
Another thing missed by most of people in this topic - quality of Foundry quests is in general pretty low, or at least random. There is a lot of poorly balanced maps, with combat too difficult, or too boring, or broken, or no story, or too much story, whatever. Making any player forced to try new quests whether s/he likes it or not, when those quests can be no fun, tiresome, making player spending too much on potions and injury kits (which IS a valid concern for lvl 60 people looking for dailies) will end only in fewer people playing Foundries.
Bad idea.
Remember how loot and XP from Foundries was nerfed? Fewer people are playing it now. Nerf rewards even more and Foundry may be put offline as well. Because it will be little more than toy for few hardcore authors and players, with no real meaning for the rest of game population.
If anything, the Foundry needs more rewards on top of present daily requirements, not limiting already existing ones.
But then we're back at only a few maps getting played. I thought the whole point of the daily bonus was to encourage people to play new maps, not play the same ones over and over and over.
And if Players were rewarded "per quest" on the number of different quests they played (with diminishing returns for repeatedly playing the same quests over and over) then we would have more Foundry use and more varied quests being played.
Everyone wins.
The current Foundry Daily is just about the worst possible way to incentivise players to access a broad range of Foundry content.
All The Best
Looking For Reviews For Your Foundry Quest?
Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
I agree with this statement.
If player wants to farm few quests over and over, it's his choice and gaming time.
Much simplest solution is to get rid of star ratings in general, as they are probably more harming than actually beneficial, and making quests counting per daily once per every 15 minutes of average play length.
So quest with 15 - 20 min playtime counts as one daily play, but quest with 1h duration is like 4 daily plays. Then add better search engine. And fixed. At 60 lvl your daily foundry requires 4 plays to complete and now you can make it with one longer quest instead of jumping between few shorter ones.
And nothing more needs to be done.
Or gear could be given out in the final chest for missions with average play time over an hour.
Something like that.
Chili, you've had a lot of success. In case you didn't notice though, the majority of Foundry authors are feeling very isolated and discouraged right now due to broken search features, and a very narrow audience that mostly consists of their competition.
chili, you represent a Walmart that is conveniently located in a big town.
The other Foundry authors are like little a couple of little pawn shops out in the middle of nowhere right across the street from each other. The owners have about twenty bucks between them, and they walk back and forth across the street every day trading stuff and swapping that twenty bucks back and forth. Do you understand, now?
Almost all current problems are spawned from the fact that players have only star ratings and "best/featured" tabs as their only viable tools for finding quests. "For review" tab is unusable in its current state, and tab for new quests is also cluttered.
Thus looking at number of stars or plays is the only quick option for finding quests.
This is what makes things broken.
Fixing the search tools will make it easier for players to look up quests. But we'll still be left with the chore of sitting on this forum, posting all day, trying to get plays, trading reviews, etc. Essentially we'll still have the same audience we have now, it will just make things easier on the audience, which is necessary, but not a complete fix. We still have to fix the daily bonus. You might not like it, my friend, but if people can get rewarded for something by doing it more than once, they'll just keep doing it. So they find a handful of quests, and create their own virtual AD dispensing treadmill. We have to give them an incentive to STEP OFF OF THE TREADMILL and walk around in a more dynamic sense, actually exploring, seeing new things, in new quests.
Let's say you have each quest giving only one play per 24h.
It means that farmer will have to rotate between 4 quests, and only 4 quests, per daily at 60 lvl.
There is already more than 4, or even 8, farmable quests amongst the most popular ones. So farmers still have their favorite rotation, except now it's not the only one, but few quests, still the same ones. For people playing Foundry only to farm it's a minor inconvenience if they're subscribed to 4 instead of one quest.
They are still playing mostly those 15 - 20 minutes long ones, so little changes in the long run.
Logical incentive would be giving more plays for longer quests. (though literally nothing is safe from farmers, they will find and stick with easiest 1h long quests, I'm sure of it).
I think you misunderstood my suggestion, sir. I did not mean that you should only get rewarded for playing a quest once every 24 hours. That is already the case I believe. And yes, people are already just rotating between four to six quests as a result. What I'm saying is once you get a daily bonus from playing a quest, you shouldn't be able to just go play that same quest the next day, and get the same reward. You should only get rewarded for playing a quest once. This way, players can't just set up a routine of short quests to farm their daily with. They'll have to actually look through the list for a quest they haven't completed yet.
Remember, Foundry isn't the only way for acquiring AD.
Making the Foundry dailies that draconian will simply make most of people not even bothering with playing it.
Why Cryptic would agree to make Fondry a ghost town just for benefit of small faction of it's playerbase? It's not even desirable from their point of view.
Though there, the introduction of very good rewards lead to periods of massive exploitation, which lead to huge divisions between story-authors and farmers, which became seriously toxic. (To the point where farmers were killing missions of the so-called 'foundry elites.')
It pretty much killed my interest in STO Foundry.
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 do like the idea of rewarding Foundry-exclusive gear at level 60 as well.
PROLOGUE: MISTY HOLLOW
CH.1: GOBLIN GROTTO
NW-DSR6ZUDM2
Actually, I felt quite rewarded merely by telling my story. I don't even have 20 reviews yet, but making the quest was fun. Running it was fun. I've run it many times now, and still enjoy parts. It's nice when doing a quest and thinking "Hrm, I wish this was better" and being able to go in and do something about it!
I spammed it a little in /zone and I think a few others played through, too. I expect that quests eligible for the daily will get a lot more visits, though.
Foundry name: Vuelherring (with an extra 'R', matey)
"Bring out yer Dead" NW-DAI945C2G #humor #story #solo
As to how it may be made better I for one have no clue at the moment.
But I will keep on building.....
The corollary for Foundry is "content, content, content."
Crowdsourcing works. Good content, if designed in accordance with mainstream preferences, will generally rise to the top. Good content, if designed in accordance with only your preferences, may or may not rise to the top.
A preference of MMO players today is to get maximum reward for minimum investment. Knowing this, if your quest is too long, break it into multiple quests and call it a campaign.
This holds true for dialogue. Sorry to say, what you might think is good content, might be, but is probably not appropriate for a gaming environment. Realize that most gamers don't read, skim at most, and they miss most of the written word. Be brief, tell your story visually, and as your audience grows to trust you, they will grant you more leeway to actualize your vision.
Which takes me to an important point: Simplicity isn't a bad thing, to be simple is a great achievement IMHO. I am always asking myself, where can I remove the unessential? How can I take out things? How can I tell a visual story? How can I use the fewest components possible in my environments? My environments have been criticized for this, but I do not plan to change this as it is my philosophy, puts the spotlight where I want it, & fully intended.
I guess what I'm saying is focus on telling stories your way for the enjoyment you get out of creating them. If you're having a good time and think "Wow, that was really amazing" as you're building it, I can almost guarantee there are people out there who will as well. If you're focusing on length, and being popular is important to you, that's just a corollary mainstream preference easily fixed.
Bill's Tavern | The 27th Level | Secret Agent 34
EDIT: See below, he explained it better
Bill's Tavern | The 27th Level | Secret Agent 34
First and foremost I would say change your sig. There's too much text. All you need is a name, the short code, and length. There's too much gobbedlygook.
Then review others and they will, hopefully, review yours. Review trading is the best way to get feedback.
A Nobleman's Request - NW-DIYMYKKVY (Avg. 33 mins)
Thanks dude, I think you get a lot of visibility on the board. I'd still like to see a 15-30 minute quest length, between your 2 minute and 2 hour one. That way you're getting eligible for daily and long enough to appeal to mainstream gaming preferences. Until something changes within the search functionality or elsewhere that would probably be the missing link I would think.
EDIT: I happen to be a big fan of decent microquests (<2 mins) but that's just me.
Bill's Tavern | The 27th Level | Secret Agent 34
Thank you too, I enjoy your style of quest, and the simplicity you offer. Your support has also been a HUGE encouragement to me. I've got another quest in the works I'm planning on publishing on the official release date of June 20th. I'm not really sure what it's duration will be though to be honest. Today I came up with some ideas to extend it, hopefully it will not be too long or short like my previous works.
Ideally, something flexible with benefits for repeating and poking at odd fluff elements on, say, your 5th run...
Trying to learn how to pace in this system is one of the very many skills a good content creator needs.
As for 'I spend my valuable time hunting for players!', that's just the breaks with modern electronic media. You always have to sell your work -- it rarely finds an audience on its own.
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?
Regular Quest is a great proof of concept and funny! It'd be interesting leveraged into some mass combat quest...
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've been hoping several authors would take the concept and run with it. My next map will sort of be based off a similar concept, but there will be a little more innovation, something I hope other authors use to even better effect later on.