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Looking for plays for a couple of quests

nimzowitchnimzowitch Member Posts: 30
edited September 2013 in The Foundry
Before everyone gets busy with the Feywild update, I was hoping to get a few plays for two quests:

Into the Drow Helix: NW-DFLTIK2O8

Siren's Cove Castaways: NW-DL4O33HXT

Mail me your codes in-game (I am on Beholder,) or post them here, and I will get to as many as I am able.

oxhckd2lt

http://postimg.org/image/lq3opmr2l/
Post edited by nimzowitch on

Comments

  • adylhereadylhere Member Posts: 46
    edited August 2013
    I played the siren thingie, it’s really good, I enjoyed it. The castaway village is my favorite part.

    On my way to the lighthouse I went through the spiders and then the rats’ area – is there some kind of a puzzle? :/ I couldn’t find my way to the ogre in a “normal way” and used the rogue shift ability to reach a…”skate platform”. Is this how it is designed to reach it?

    Some sirens are with their original names of rebel haxers and they say their lines with male voices. No way a siren with male voice to charm me! :p
  • nimzowitchnimzowitch Member Posts: 30
    edited August 2013
    Thanks for the feedback adylhere.
    adylhere wrote: »
    Some sirens are with their original names of rebel haxers and they say their lines with male voices. No way a siren with male voice to charm me! :p

    Yes, I changed the names of "Drow Priestess", "Rebel Hexer," etc... to "Siren Priestess," "Siren Hexer," in order to let the player know which encounter group was being put into costume. I agree that the combat voices on the Hexers is a bit of a problem, but I don't think there is currently a way to change them. The only single controller elite encounters at the moment seem to be the Rebel Hexer and the Eye of Gruumsh. Maybe we will get some more control over encounter variety with the new update. Also, in that "puzzle" bit you mentioned, there is a small aqueduct maze there that you can climb up and through.

    By the way, I played Family Secrets last week and really enjoyed it.
  • marakthemaulermarakthemauler Member Posts: 41
    edited September 2013
    Siren's Cove Castaways Review
    I try to do a thorough review of any mission requesting one, this includes environment, dialog, and continuity. I try not to nitpick too much, I will list out anything I find wrong.

    I like the details and the outdoor setting of the maps. It gave a nice coastal feeling. The wandering encounter groups were well placed and helped fill up the space.

    The interior maps for the lighthouse were very well constructed. They transitioned nicely from "zone" to "zone" with the different encounter groups in each area.

    Here are some things that could be cleaned up/things I liked:
    Castaway village:
    - The female castaway that is patrolling jumps off the wall instead of going back down the ramp. She always despawns at the end of her patrol and respawns at the initial starting position. (I had the same issue with my mission and I found that if I deleted the last patrol points and re-added them it fixed the issue.)

    Captain Mandrake:
    - Missing "." after "succumb as well"

    Dwarven Ruins
    - I do not know if it was intentional, but I was able to enter the ruins even before I reach the objective "Dwarven Ruin"
    - I do not know if you made this custom or not. First off it looks nice. Second certain camera angles causes the outside to be exposed.

    Lighthouse lower levels
    - If you have any detail slots left, adding in a rope/ladder from the grate to the floor would add a nice touch. Also it will allow you to have an exit back to the outside.
    - The first spider encounters are not until you reach the platform, it is a long walk through a web filled corridor before you reach it. If you have the encounter allotment still available, add a spider group in the just before you reach the room with the platform.
    - I like the path options that allowed the player to fight as little or as much as they want.

    Lighthouse ground level
    - The locked door is partially below the floor.

    Siren Queen
    - This should have been the "Boss" fight, but the keeper down in the lighthouse lower levels was more challenging.


    As I said in your in game review, this was a well constructed mission but the lack of sound really detracted from the experience for me. I believe that music/ambient noises really sets the mood and when it is not present it makes the environment feel less "real" and doesn't draw you in as much into the story as you would hope.

    If I could have given you 4.5 stars instead of 4, I would have.

    Edit: It was 1 am when I finished playing and I have some additional comments/suggestions I will post later on today that I think will really help bring up the quality of the mission.
  • marakthemaulermarakthemauler Member Posts: 41
    edited September 2013
    Continuation from above.

    You can really play around with the whole siren song / ear plugs or no ear plugs thing. When you add music / sounds to your mission, have the type of music being played dependent upon the player choice. If they said "yes" to the ear plugs, then have soft quiet music (i.e. muffled) but otherwise choose louder haunting/melodic music to be played. In order for the player choice to be "remembered" between maps, either you can have a new dialog on each map or have the captain drop "ear plugs" so the player can add them to their inventory. This will allow you on the lighthouse maps to have the sirens try to "seduce" the player if you wish.

    For the Siren Queen, instead of having just a fight it would be better if there was a dialog with her first as it will add that final little touch that makes a good mission great. For the dialog you can have three (or more) separate paths that still all end with the player fighting the queen. The first path is always open and is the one where the PC falls under the Siren spell and is at first complicit with her requests but soon the PC's inner strength allows them to overcome the hypnotic effect. The second path is locked and only available if a PC has the ear plugs and the Siren tries to convince the PC into removing them (which can lead back to the first path if they so choose) or goes to the combat. The third path is for the PCs who are unaffected by the siren song (for one reason or another) and sees her as the predator that shes is.

    Like I said, it was a solid mission with good encounters types and placement, great maps and a good story. For me, it just needs that little extra fine touches to make it a true 5-star quest.
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