I published this quest back as beta ended but have not played for 6 months.
Getting back into Neverwinter now and am hoping some kind souls would review this for me.
The quest name is Something Rotten and the code NW-DFCWGMHJV
Its a fairly short, fairly easy combat focused quest - soloable or doable with a friend but in a party will be too easy.
More than willing to trade reviews with other Foundry creators!
Thanks in advance!
Post edited by machinator99 on
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Comments
orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
edited January 2014
I am about to play yours now. Would you mind taking a look at one or more quests in the campaign in my signature?
Review:
I played through your quest, the main issue I noticed was a lack of customization on the enemies. Aside from the Idris hulk, a couple zombies reskinned as skeletons, (Which were still labeled as zombies.) and the zombie with a hat, it was just rotter zombies and a couple zombie hulks. Some customization on the zombies and a few new types might be nice. May I suggest some undead Neverwinter guards?
Aside from that the quest was good, though maybe changing the necromancer to something that acts more like a necromancer (The Shadar-kai witch works good for this.) would probably be good as well.
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
Overall: The quest is fine, in so much as it works and isn't too hard or broken. There are a lot of details to work on, and I think that it's important to rework the encounters you have, but the flow of the events is fine.
First, it seems like all but one or two encounters are the exact same shambling horde of zombies. I'd recommend switching it up and throwing in some wraiths, some customized 'undead' adventurers would work well, as well as a Deathlok Wight or two.
The intro environment is a little stale, and there didn't seem to be any music. Consider that most everyone that plays your foundry has already gone through the Blacklake District at least once. The Necromancers Lair looks more custom, but could use some love in terms of details. There wasn't much going on with regard to effects, lighting, customizations like debris or blood splatter. It all seemed rather clinical.
I've left my detailed feedback below.
SETTING -- Mason Street
++++++++++++++++
Details
++++++++++++++++
=This looks prefab
-There are two guards standing pretty much on top of one another, one is the terrified guard that you talk to. The other, I'm assuming, is the version of the guard that's there after you finish speaking to him.
-I don't think that you need the little campfire next to the big respawn fire.
-There's a broken wall piece that's floating to the west under the strung clothes line.
-There doesn't seem to be any music. Try adding some.
SETTING -- Necromancer's Lair
++++++++++++++++
Details
++++++++++++++++
-The door inside is about two feet away from the wall
-There's a broken pillar about 30 feet off the floor.
Just took a run through this quest. It was as you described it - a short, fairly easy combat-focused adventure, with plenty of encounters. One point which might be worth considering is whether to add a third map, since I completed it in around 8 minutes - it'd be nice to extend this to 15 minutes for daily puposes. I'll also echo the other comments on the customisation and detailing: it would be good to add some more environmental detail in the Blacklake area and in the crypt itself, and a few more costumes for the encounters.
Here's a handful of additional notes:
- There are two imps flying around in Mason Street - these are marked as Zombie Rotters. It might be worth changing the names here to match the costume.
- More variety in the encounters in Mason Street might be worthwhile, though I appreciate you may be opting for a "zombie horde" type feel to it.
- In the last set of encounters, there are two Zombie Rotter groups, one harder group, and one group with the necromancer. I pulled the Zombie Rotter groups and the harder group separately (by marking as a guardian fighter) - is this intended, or is the player supposed to fight all the groups at the same time?
- The positioning of the transition door to exit the quest is a bit far from the wall, so it looks a little like it's floating in the middle of the space. It might be worth moving this backwards to the wall.
If you have some time to spare, I'd be very grateful for a quick test on Crimson Descent (NW-DRWNLMGYV)!
Crimson Descent (NW-DRWNLMGYV) - Solo 15-20m combat-focused adventure
Hello! I played with a level 60 DC. This is a good little quest for a start and I think you have a lot of options to expand. Right now it is coming in under the 15 minutes required for a daily quest. You don't need to have it be 15 minutes, but you will get a lot more plays if you have a quest that counts for a daily.
A lot of my notes echo the ones above, so don't worry about the repeats, of course.
You can expand this story quite a bit as it is right now. Who is this necromancer? Where did he come from? Why is he in Blacklake? How much time has passed since the character was here last? If you add those details you will flesh out the story quite a bit.
Play through notes:
-I'm not sure you need the second, smaller, campfire near the respawn point
-the door to the necromancer's lair doesn't look like it fits very well. You might want to try a different door detail for that. Or maybe the lower the one you are using?
-the entrance door on the interior of the lair isn't against the wall. Also, and this is a personal thing, I find those doors look really weird without a door frame. Some of the other doors in the detail menu have doorframes and look better against a wall.
-I think another few transition rooms between the house and the crypt might be nice. Maybe the small cave to indicate that you are descending into an old, forgotten crypt?
-at the end there is a floating pillar piece by the escape door and the door isn't lined up against the wall.
I would love it if you played any of my quests, but Hunger in Icewind Dale is the new one. It is a longer quest however, so if you pick one of the shorter ones I would absolutely understand!
Find me in game with @DoctorBadger (Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
Comments
Review:
I played through your quest, the main issue I noticed was a lack of customization on the enemies. Aside from the Idris hulk, a couple zombies reskinned as skeletons, (Which were still labeled as zombies.) and the zombie with a hat, it was just rotter zombies and a couple zombie hulks. Some customization on the zombies and a few new types might be nice. May I suggest some undead Neverwinter guards?
Aside from that the quest was good, though maybe changing the necromancer to something that acts more like a necromancer (The Shadar-kai witch works good for this.) would probably be good as well.
NW-DFCWGMHJV
====================================
Played, review, starred, and tagged.
Overall: The quest is fine, in so much as it works and isn't too hard or broken. There are a lot of details to work on, and I think that it's important to rework the encounters you have, but the flow of the events is fine.
First, it seems like all but one or two encounters are the exact same shambling horde of zombies. I'd recommend switching it up and throwing in some wraiths, some customized 'undead' adventurers would work well, as well as a Deathlok Wight or two.
The intro environment is a little stale, and there didn't seem to be any music. Consider that most everyone that plays your foundry has already gone through the Blacklake District at least once. The Necromancers Lair looks more custom, but could use some love in terms of details. There wasn't much going on with regard to effects, lighting, customizations like debris or blood splatter. It all seemed rather clinical.
I've left my detailed feedback below.
SETTING -- Mason Street
++++++++++++++++
Details
++++++++++++++++
=This looks prefab
-There are two guards standing pretty much on top of one another, one is the terrified guard that you talk to. The other, I'm assuming, is the version of the guard that's there after you finish speaking to him.
-I don't think that you need the little campfire next to the big respawn fire.
-There's a broken wall piece that's floating to the west under the strung clothes line.
-There doesn't seem to be any music. Try adding some.
SETTING -- Necromancer's Lair
++++++++++++++++
Details
++++++++++++++++
-The door inside is about two feet away from the wall
-There's a broken pillar about 30 feet off the floor.
-The exit door isn't lined up with the wall.
Here's a handful of additional notes:
- There are two imps flying around in Mason Street - these are marked as Zombie Rotters. It might be worth changing the names here to match the costume.
- More variety in the encounters in Mason Street might be worthwhile, though I appreciate you may be opting for a "zombie horde" type feel to it.
- In the last set of encounters, there are two Zombie Rotter groups, one harder group, and one group with the necromancer. I pulled the Zombie Rotter groups and the harder group separately (by marking as a guardian fighter) - is this intended, or is the player supposed to fight all the groups at the same time?
- The positioning of the transition door to exit the quest is a bit far from the wall, so it looks a little like it's floating in the middle of the space. It might be worth moving this backwards to the wall.
If you have some time to spare, I'd be very grateful for a quick test on Crimson Descent (NW-DRWNLMGYV)!
A lot of my notes echo the ones above, so don't worry about the repeats, of course.
You can expand this story quite a bit as it is right now. Who is this necromancer? Where did he come from? Why is he in Blacklake? How much time has passed since the character was here last? If you add those details you will flesh out the story quite a bit.
Play through notes:
-I'm not sure you need the second, smaller, campfire near the respawn point
-the door to the necromancer's lair doesn't look like it fits very well. You might want to try a different door detail for that. Or maybe the lower the one you are using?
-the entrance door on the interior of the lair isn't against the wall. Also, and this is a personal thing, I find those doors look really weird without a door frame. Some of the other doors in the detail menu have doorframes and look better against a wall.
-I think another few transition rooms between the house and the crypt might be nice. Maybe the small cave to indicate that you are descending into an old, forgotten crypt?
-at the end there is a floating pillar piece by the escape door and the door isn't lined up against the wall.
I would love it if you played any of my quests, but Hunger in Icewind Dale is the new one. It is a longer quest however, so if you pick one of the shorter ones I would absolutely understand!
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ