This is my very first foundry quest that I spent weeks working on. Please help by providing helpful reviews and feedback on the project. Thank you!
ID Code: NW-DQBBM5L3F
Story
The merchant's guild needs a new guildmaster. Time to even the playing field for the competition. Seek out Alrica Fenta in the market at the Protector's Enclave to start your journey.
Basic Info Location: Takes place near the Protector's Enclave Duration: 20 - 30 min. (solo) Combat Amount: High (no stacked encounters unless you run around) Combat Difficulty: Average (easy to standard) Dialogue: Average (some choices) Type: adventure, story, balanced, combat, dungeon, city
Warnings and Recommendations:
- Bring potions for healing or bring a healer companion.
- Not all quest objectives have pointers. This is intentional. Pointers don't work well sometimes (not under author control).
- Using the mini-map to see where you are going will help.
- If you choose to ask an NPC help, know that they are bumbling fools that will get stuck in walls (nothing can be done)
POSSIBLE SPOILERS: Do not read this if you are not the author or have not already run the quest. Thank you.
Overall I really enjoyed your story. I liked the political intrigue/battle balance. I ran this with my 60 DC and I felt that combat was relatively easy. I did not enlist the offered help. I think the boss fight should be a little harder at the end. Below are the notes that I took while playing.
Merchant Mayhem Notes:
- I really like your atmosphere in the guildmaster's warehouse. I especially like the table where I found Chest # 2 on the east side of the map. The hallways feel a bit bare (maybe add some rubble or crates), but the rooms are well decorated and I can totally see a money hungry guildmaster decorating in this way.
- Cool throne room, for lack of a better term. I loved the use of nature and manmade structures.
- The quiet streets seem very empty. It was like a ghost town. I would add some merchant carts, closed vendor tents, or benches and stuff to give it the feel that it is lived in or has been recently.
- Says Press F to Go to next map. I would consider changing these to 'press F to go to the party' using the interact text options in the properties for your transitions.
- party atmosphere was great. That felt like a party that a bunch of rich people would be enjoying. Nicely done.
- I noticed that Captain Vic disappears if you tell him that you do not need help. I would keep him there so that if a player dies they can choose to enlist his help. This way the player can change their mind and it will be less odd than Vic just disappearing all of the sudden.
- You can free the merchants before you kill the dungeon master, but they don't move or speak. I would suggest only making the cell doors interactable after you kill the dungeon master.
- Casey does not follow from The Dungeon to The Lair map. Perhaps that was intentional, but if not be sure to spawn a new casey when the player enters The Lair map.
- I expected the dungeon master to have a few lackeys to hang out with her for the last fight.
The Secret to Paradise: NWS-DCV313OOCFOUNDRY DAILY Part 1 - Paradise Lost? NW-DDMMIKYTB Part 2 - Into the Mist NW-DIJXRI4NT Part 3 - Wind of The North NW-DFB9K8KWH
faitlinMember, Neverwinter Beta UsersPosts: 5Arc User
edited July 2013
Pris23, thank you so much for playing and reviewing! Your feedback is great, I'm going to work on making some changes to the quest. I will try to play your campaign sometime soon and review. :cool:
Comments
POSSIBLE SPOILERS: Do not read this if you are not the author or have not already run the quest. Thank you.
Overall I really enjoyed your story. I liked the political intrigue/battle balance. I ran this with my 60 DC and I felt that combat was relatively easy. I did not enlist the offered help. I think the boss fight should be a little harder at the end. Below are the notes that I took while playing.
Merchant Mayhem Notes:
- I really like your atmosphere in the guildmaster's warehouse. I especially like the table where I found Chest # 2 on the east side of the map. The hallways feel a bit bare (maybe add some rubble or crates), but the rooms are well decorated and I can totally see a money hungry guildmaster decorating in this way.
- Cool throne room, for lack of a better term. I loved the use of nature and manmade structures.
- The quiet streets seem very empty. It was like a ghost town. I would add some merchant carts, closed vendor tents, or benches and stuff to give it the feel that it is lived in or has been recently.
- Says Press F to Go to next map. I would consider changing these to 'press F to go to the party' using the interact text options in the properties for your transitions.
- party atmosphere was great. That felt like a party that a bunch of rich people would be enjoying. Nicely done.
- I noticed that Captain Vic disappears if you tell him that you do not need help. I would keep him there so that if a player dies they can choose to enlist his help. This way the player can change their mind and it will be less odd than Vic just disappearing all of the sudden.
- You can free the merchants before you kill the dungeon master, but they don't move or speak. I would suggest only making the cell doors interactable after you kill the dungeon master.
- Casey does not follow from The Dungeon to The Lair map. Perhaps that was intentional, but if not be sure to spawn a new casey when the player enters The Lair map.
- I expected the dungeon master to have a few lackeys to hang out with her for the last fight.
Part 1 - Paradise Lost? NW-DDMMIKYTB
Part 2 - Into the Mist NW-DIJXRI4NT
Part 3 - Wind of The North NW-DFB9K8KWH
Leave feedback for The Secret to Paradise
Brethren of the Five, Campaign. - Story focused
The Dwarven Tale - Hack 'N Slash