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[UGC] I am Slayer

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  • d3fst4d3fst4 Member Posts: 5 Arc User
    edited May 2013
    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...
  • gsundered11gsundered11 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 135 Bounty Hunter
    edited May 2013
    zovya wrote: »
    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.
  • voodoouvoodoou Member, Neverwinter Beta Users Posts: 0 Arc 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!
  • flexxo1flexxo1 Member Posts: 1 Arc User
    edited May 2013
    well a Map with the spot on would be a good help hehe
  • blupa2010blupa2010 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    I enjoyed it very much.

    Thanks
    ~ Neverwinter Fan Site~ Builds-Guides+More!!
  • paulg1970paulg1970 Member Posts: 4 Arc User
    edited May 2013
    Quest Broken...

    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?
  • nephtnepht Member Posts: 5,826 Arc User
    edited May 2013
    paulg1970 wrote: »
    Quest Broken...

    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 ^__^
  • infoteqinfoteq Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc 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.

    -Tachyon
  • izatarizatar Member, NW M9 Playtest Posts: 1,161 Arc User
    edited May 2013
    infoteq wrote: »
    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.
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