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Part II of Finder's Keepers: It Cults Both Ways

markfalconemarkfalcone Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 4
edited July 2014 in Foundry Quest Database
For your fun and review, I give you the follow up to Losers Weepers:

It Cults Both Ways
Story and Lore (end combat looks impossible, but I did put in there something to help if you get the joke)
NW-DBSU29TCT

Currently In Review.

Thanks ahead of time for all the critiquing.

(And yes, Win, I know there are a lot of map changes :-P)
Post edited by Unknown User on

Comments

  • wininoidwininoid Member Posts: 534 Arc User
    edited July 2014
    Too many map changes! 1 star! j/k :)
  • markfalconemarkfalcone Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 4
    edited July 2014
    Only one play so far and the review on it has me scrambling on both Parts I and II to make sure I cleaned up everything :-S Wow! Hoping for more plays.
  • daikenurmouthdaikenurmouth Member Posts: 13 Arc User
    edited July 2014
    I'll give it a shot now. Give my 2 a run through please, the second part is brand new Pubed today so could really use people testing it.

    Campaign: Day of the Dragon
    Ch1 Discovery : NW-DS8ASIEED
    Ch2 The Dark Cove : NW-DNWJUMQVK

    Easiest way to find the campaign imo is go to Best tab and search "discovery".
  • markfalconemarkfalcone Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 4
    edited July 2014
    For some strange reason these aren't coming up, Daiken.
  • daikenurmouthdaikenurmouth Member Posts: 13 Arc User
    edited July 2014
    humm well The Dark Cove is still in the Review tab and Ch1 is out in the Best Tab.Shows up on both my chars and my other char on this account(My foundry is run on my main account.)

    You can try searching by Author, zlainfurry
  • markfalconemarkfalcone Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 4
    edited July 2014
    That worked. Thanks.
  • daikenurmouthdaikenurmouth Member Posts: 13 Arc User
    edited July 2014
    Can't believe i missed that aspect about the Glyphs lol. Fixed it and thanks. I did some updating on The Dark Cove to make it a little bit more easy to navigate. Gonna give them a live run through now to test. Give it a shot if you haven't yet!
  • wininoidwininoid Member Posts: 534 Arc User
    edited July 2014
    Just finished and reviewed. Here are my notes:

    -Bar fight, Maybe have waves instead of big dogpile? I burned a lot of potions, but enjoyed it, however, I think many people may just be frustrated.
    -Battle: have enemies patrol then combat so they approach the group. I went out and pulled them, and got dogpiled.
    -Battle 2nd wave didn't attack and I was able to skip fighting them. Make killing them a Story item.
    -The battle was pretty short. You should have a few waves come to attack and maybe give the player some alternate things to do (fix the barricades, load the heavy weapons etc. between waves). Maybe 3 waves that get progressively harder?
  • markfalconemarkfalcone Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 4
    edited July 2014
    wininoid wrote: »
    Just finished and reviewed. Here are my notes:

    -Bar fight, Maybe have waves instead of big dogpile? I burned a lot of potions, but enjoyed it, however, I think many people may just be frustrated.
    -Battle: have enemies patrol then combat so they approach the group. I went out and pulled them, and got dogpiled.
    -Battle 2nd wave didn't attack and I was able to skip fighting them. Make killing them a Story item.
    -The battle was pretty short. You should have a few waves come to attack and maybe give the player some alternate things to do (fix the barricades, load the heavy weapons etc. between waves). Maybe 3 waves that get progressively harder?

    Bar: Bar fight has had another complaint similar to yours. Tried adding more guards and even spreading them out. Wasn't suppose to be that hard. Definitely need to reinvestigate.

    Battle note 1: Yeah, tried to make it possible to pull the entire thing to the other army, but not every class can do that without getting piled on. Additional ideas would be gratefully accepted.

    Battle note 2: Need to put the second group closer. Got it.

    Like the idea of making them progressively harder. Also copying the idea of using dragonlings skins. Have been mulling over whether or not to bring in the main antagonist into one of the battles, then decided against it. (Want him to be more of a coward at heart.) Starting to also think I need another area to make the entire story longer. Maybe have the hero chase the odd person into the basement of the bar and find a way to the battleground from there?
  • wininoidwininoid Member Posts: 534 Arc User
    edited July 2014
    For the bar fight, have a few spawn, and then have additional ones spawn when those have been slain. Then you have to fight the same amount, but you can make it 3 at a time or 4 at a time. Or you could have additional guard groups spawn if the current guards get killed. The trick is to place them and set their "appear" to when the other group is killed.

    I wouldn't move the Battle groups closer, just spawn them and give them the Patrol property. Then have the patrol path go right to the good guy army. You can set the speed to something that looks like running. Back it beta, patroling didn't show up in the editor, you had to publish to see how it worked.

    I do that trick with kobolds attacking in my quest "Vermin in the Cave" if you want to see it in action.

    You could have some attacks in the alley on the way to the bar. Or have a chase scene after the bar fight. You chase the guy through the streets or sewer and fight lackeys as you go. End with him getting away but you meeting the good guy who opens a portal.
  • daikenurmouthdaikenurmouth Member Posts: 13 Arc User
    edited July 2014
    Just wanted to let you guys know that I updated the map some and it shouldn't be so buggy hopefully. I also added some Tips before the jump puzzle and in the quest description to help even it out. One thing i want to put out there.

    Once you are at the Cove, and there is that group at the campfire, In order to get them to talk to each other the way they do, I have to make a separate encounter for each one of them, and i have the remaining monsters from their encounters off hidden in the tower i have invis walled off in the water. I'm using my whole trap budget for that map to kill them, but sometimes(especially for higher GS players) you kill the actual mobs well before the traps kill theirs. Do you guys know of a way for me to speed it up?

    The way to finish it without bugging it btw is to just hang around at the campfire till it ticks to 12. I've been told if you get far away from the campfire one of the mobs from the tower still alive will teleport to it
  • wininoidwininoid Member Posts: 534 Arc User
    edited July 2014
    Maybe spawn some guards in the tower when you reach the campfire? I've never tried that sort of trick before.
  • markfalconemarkfalcone Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 4
    edited July 2014
    wininoid wrote: »
    For the bar fight, have a few spawn, and then have additional ones spawn when those have been slain. Then you have to fight the same amount, but you can make it 3 at a time or 4 at a time. Or you could have additional guard groups spawn if the current guards get killed. The trick is to place them and set their "appear" to when the other group is killed.

    I wouldn't move the Battle groups closer, just spawn them and give them the Patrol property. Then have the patrol path go right to the good guy army. You can set the speed to something that looks like running. Back it beta, patroling didn't show up in the editor, you had to publish to see how it worked.

    I do that trick with kobolds attacking in my quest "Vermin in the Cave" if you want to see it in action.

    You could have some attacks in the alley on the way to the bar. Or have a chase scene after the bar fight. You chase the guy through the streets or sewer and fight lackeys as you go. End with him getting away but you meeting the good guy who opens a portal.

    Big thanks to you, Win, and for everyone else for their suggestions and reviews. I just republished it with quite a few changes. Decided not to change the bar much more than adding guards (that isn't the main battle, after all). Added a chase scene through a portal and into caves. May add to that later to add a touch more lore. And the final battle... Let's just say it is now up to what I think you'll agree is Epic standards without being too tough to beat. In fact it's a roll of the dice (excuse the pun) of whether or not your own army can soundly defeat them all by themselves or get defeated soundly leaving you with nothing. I wouldn't chance the second one.
  • wininoidwininoid Member Posts: 534 Arc User
    edited July 2014
    Awesome! Can't wait to try it again.
  • markfalconemarkfalcone Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 4
    edited July 2014
    wininoid wrote: »
    Awesome! Can't wait to try it again.

    Not much appears to be going on. Have fixed all I can with what few runs have been done and what fewer reviews have popped up (9 and 6). Guess I'll move on to the last one and enter this into the contest as is.
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