still having this in my QLog and it stays at point 5 go to blacklake district... also still have this potion in my pocket... a shame I spent long time doing this and just at the end it breaks... No path, enclave the guy kicks me always back and in blacklake I cant do anything... needs an option to get back to the foundry Quest in case somethink like this happens...
You didn't kill the citizens of Blacklake. You killed tons of Nasher Rebels, thinking they were Drow.
Quite. During the adventure they were made sympathetic and a truce was agreed. These were citizens loyal to the idea of the old Neverwinter and it stuck in the craw. Didn't like the deception but if others do, that's cool. i just won't be replaying it. But I would replay a drow invasion scenario, but the drow would have to toughen up and patrol around a bit. It's a great piece of work, I gave it 4 stars but I didn't like what happened.
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voodoouMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
This was great, when the girl first came with me and kept saying "Meow" I was thinking I was gonna tell you about a "bug" lol but you fooled me didnt you!
Got to Hospital, spoke to person. Could not leave by door - then tried to click anvil, which said only to use if stuck. That did nothing either. Abandoned quest - now door is not glowing - anvil is, but doesnt do anything. Now stuck in hospital and cannot leave.
Why is this quest recommended, when so many people are reporting it is bugged?
Got to Hospital, spoke to person. Could not leave by door - then tried to click anvil, which said only to use if stuck. That did nothing either. Abandoned quest - now door is not glowing - anvil is, but doesnt do anything. Now stuck in hospital and cannot leave.
Why is this quest recommended, when so many people are reporting it is bugged?
Its not a problem with the quest the quest its self is sound its a problem with the foundry bugging out ^__^
infoteqMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
Just ran through this the other day and the review window popped away so thought I would come here and post some thoughts. For the most part I enjoyed it, but I felt a little disconnected emotionally from the plot because my quest log suddenly updated with new objectives without any plot interaction to tell my why I knew these things.
Having the quest tracker evolve from 'Kill 4 patrols' to 'Kill some more bad-guys' doesn't really make sense without some kind of dialogue to indicate you aren't quite done. The quest track is not a plot device, it is a plot reminder. So it feels like you are reminding me about something I never knew in the first place and that disconnected me emotionally from what I was doing. After awhile I just wanted to reach the end and didn't care how I got there. It doesn't have to be a complex interaction. It could have been as simple as a note on a body 'Find survivors over by the warehouse' to some npc shouting in the distance 'There are more drow attacking from the north.'
The last thing I would say is that when you send us to defend the bridge, the bridge is already occupied so it feels more like I'm attacking the bridge than defending the bridge. This particular interaction desperately cried out for a captain of the guard or a someone in authority running up and saying, 'The drow are going to blow the bridge up, please stop them,' or something of the like. I went from attacking the drow who were occupying the bridge to defusing the bombs and no real clue why they'd want to do that, nor why I cared enough to put my life in danger.
At any rate, I think the adventure has a lot of potential, it just needs to keep the player engaged with the plot.
Thanks for sharing your time and creativity with us.
Just ran through this the other day and the review window popped away so thought I would come here and post some thoughts. For the most part I enjoyed it, but I felt a little disconnected emotionally from the plot because my quest log suddenly updated with new objectives without any plot interaction to tell my why I knew these things.
Having the quest tracker evolve from 'Kill 4 patrols' to 'Kill some more bad-guys' doesn't really make sense without some kind of dialogue to indicate you aren't quite done. The quest track is not a plot device, it is a plot reminder. So it feels like you are reminding me about something I never knew in the first place and that disconnected me emotionally from what I was doing. After awhile I just wanted to reach the end and didn't care how I got there. It doesn't have to be a complex interaction. It could have been as simple as a note on a body 'Find survivors over by the warehouse' to some npc shouting in the distance 'There are more drow attacking from the north.'
The last thing I would say is that when you send us to defend the bridge, the bridge is already occupied so it feels more like I'm attacking the bridge than defending the bridge. This particular interaction desperately cried out for a captain of the guard or a someone in authority running up and saying, 'The drow are going to blow the bridge up, please stop them,' or something of the like. I went from attacking the drow who were occupying the bridge to defusing the bombs and no real clue why they'd want to do that, nor why I cared enough to put my life in danger.
At any rate, I think the adventure has a lot of potential, it just needs to keep the player engaged with the plot.
Thanks for sharing your time and creativity with us.
-Tachyon
These are good criticisms. It works the way it does almost entirely to avoid bugs. This quest was made in a very short amount of time during the foundry beta, and there were a LOT of bugs. For example, the reason the bombs were added to the bridge is that the quest tracker was losing track of how many things were getting killed and breaking the quest. The mobs do not move because patrols would go under the ground and never come back. There is an emergency exit in the hospital because at that time it was required; it causes so much grief.
However, I think the plot twist explains everything nicely.
Comments
Quite. During the adventure they were made sympathetic and a truce was agreed. These were citizens loyal to the idea of the old Neverwinter and it stuck in the craw. Didn't like the deception but if others do, that's cool. i just won't be replaying it. But I would replay a drow invasion scenario, but the drow would have to toughen up and patrol around a bit. It's a great piece of work, I gave it 4 stars but I didn't like what happened.
Thanks
Got to Hospital, spoke to person. Could not leave by door - then tried to click anvil, which said only to use if stuck. That did nothing either. Abandoned quest - now door is not glowing - anvil is, but doesnt do anything. Now stuck in hospital and cannot leave.
Why is this quest recommended, when so many people are reporting it is bugged?
Its not a problem with the quest the quest its self is sound its a problem with the foundry bugging out ^__^
Nepht and Dr Deflecto on primus
Having the quest tracker evolve from 'Kill 4 patrols' to 'Kill some more bad-guys' doesn't really make sense without some kind of dialogue to indicate you aren't quite done. The quest track is not a plot device, it is a plot reminder. So it feels like you are reminding me about something I never knew in the first place and that disconnected me emotionally from what I was doing. After awhile I just wanted to reach the end and didn't care how I got there. It doesn't have to be a complex interaction. It could have been as simple as a note on a body 'Find survivors over by the warehouse' to some npc shouting in the distance 'There are more drow attacking from the north.'
The last thing I would say is that when you send us to defend the bridge, the bridge is already occupied so it feels more like I'm attacking the bridge than defending the bridge. This particular interaction desperately cried out for a captain of the guard or a someone in authority running up and saying, 'The drow are going to blow the bridge up, please stop them,' or something of the like. I went from attacking the drow who were occupying the bridge to defusing the bombs and no real clue why they'd want to do that, nor why I cared enough to put my life in danger.
At any rate, I think the adventure has a lot of potential, it just needs to keep the player engaged with the plot.
Thanks for sharing your time and creativity with us.
-Tachyon
However, I think the plot twist explains everything nicely.