First, I noticed a typo in Taskmaster Druul's dialogue - Thrird instead of Third. :P
Has someone been watching the Princess Bride?
Typo in Vizzini's dialogue - "This the cannot be!" I assume 'the' is not meant to be in there.
Megan Fox, really? :P
The waypoint during the trial of persistence overlaps onto the corridor leading up to it. Was a moment of confusion there.
Okay, onto the actual feedback...
The premise of the story was interesting, although not really explained. Some more back story at the beginning would have suited me better. Although, I do concede this wouldn't be to everyone's tastes. The trials were located all nearby, so not much running involved. Definitely a plus. There are some grammatical errors, but nothing that really detracts from the flow, unless you have grammar OCD like me. :P The ones which really stick out, I've noted above, the rest is just relating to comma placement and such.
The flow of play was smooth, and progressed quickly. I have doubts over some of the content, specifically the use of existing character and people's names, non-franchise names in other words.
There was a sufficient amount of combat to satisfy the urges of those who need to slaughter, but not an excessive amount so that it becomes tedious. I do feel the encounters in the corridors leading to the final boss just look like they're plopped down there. Perhaps making their placement a little more random, or involving some wandering elements will fix this. And adding a door or barrier before the last boss will add to the suspense, as you can see him from the end of the corridor.
@jkpark can you pls also review: From Dusk til Dawn if you get a chance would love your considered feedback (NW-DT773OSVJ)
Let me know if you update yours or want me to review another one
Cheers
There's feedback for some maps I just play: @dzogen "Form Dusk 'til Dawn"
Pretty interesting map. I like the humor like how you named the zombies. Also enjoy the map design. Boss fight is fun, too.
@deathsight911 "Lost Brother"
I think it's very fun map, I enjoy the ending a lot. Lots of battles, but plenty of story, too. However, clearing ten packs of similar goblin hordes can be a bit too much. Maybe you can make the combat more interesting by setting less but trickier encounters, or just add the variety of the mob.
@jkpark "A Friendly Reminder"
Good story, and probably the best interior level design I've ever seen, Music, too, which is not often seen in UGC. Not a lot of combat, but the encounters are well-placed and the assassins always caught me off guard. I had a very good time playing this map. Looking forward for your new maps.
All the reviews are posted in-game as well.
Please try out my quest! I'll be grateful if you leave a review! Quest Tread "Flesh Forge Prelude: The Death of A Nasher" NW-DOVTSEIKQ
ellindar1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
If you get some time:
Halls of the Forgotten (Search BEST tab for Halls of the Forgotten)
30 minutes
Balanced with story, exploration and combat!
Heavy on effects & atmosphere
Really enjoyed this one. Chuckled quite a few times. Really like your style of humour. The story's well-written. I didn't really spot any typos and such. I did note a few environmental details that need some tweaking though:-
Is there a reason Bob is standing on the table at the start? :P
Can you slow down the pace the Random VIP Dude patrols at in the VIP room? I think I did that for one of my patrolling NPCs.
The NPCs just disappearing before the zombies spawn is kind of jarring. Maybe add a light effect that will cover it.
Adding cell doors to the jail cells will add to the believability that the survivor was actually being held captive.
The double doors before the cave-in need to open into the corridor. They're cutting through the cave-in.
---
Some of the story elements were quite inspired. I really liked how "Your Conscience" was waiting for you. Shame it doesn't show up like that in real life, eh? :P
Thanks for feedback guys, I'm working on update right now. I will run more quests later today.
Also I would like to thank Dzogen for this thread, I believe it helped many people to get out of that terrible For Review list and get some constructive feedback for further improvements in our quests!
I'm going to go ahead and assume your first language isn't English. If you'd like any help correcting the grammatical errors in your dialogue, please let me know. I'd be happy to help. Aside from this, the dialogue is well-written and enjoyable to read. The story is interesting, and the combat is challenging.
As someone noted in your reviews. The traps on the floor seem to be hovering slightly above the ground, so a little tweaking needed there. I also noted some debris before the cave entrance was hovering above the water.
The quest has a nice variety of locations and encounters in it, which is a pleasant surprise. It's just the right length as well. I enjoyed this one. Good job.
Had a look at your quest. Pretty good little adventure. Liked the comedy references. Combat was well placed, the stand out was the boss fight at the end. Really liked the way that was set up.
The trial of intelligence could do with some beefing up. Maybe add in a second piece of dialogue where the player produces a distraction and a third where they swap the drinks. Overall liked the scene, Princess Bride FTW!
If you fancy checking mine out, I would be grateful.
Quest: The Tomb of Valkere
ID: NW-DOA69HDRT
Author: Geoff8733
Tags: #Combat, some #exploration, #story and #humor
@Jkpark - thanks again for the detailed feedback. I just made changes on From Dusk til Dawn and am going to continue clean up & add in some more environment detail that probably 95% of people likely won't notice, consciously at least. Additionally IMHO you definitely give the best feedback & I've been reviewing a lot of In Review quests and your writing/ dialogue is definitely the strongest I've seen so far.
@Geoff873 - thanks for the feedback. Guess the common element everyone is saying is beef up the trial of intelligence. Will def check out your quest as well.
@deathsight911 - thanks mate. It's been great meeting you guys. In lieu of an official manual, I'm probably learning more about the foundry & design from looking at other people's ideas & talking together than anything.
@Ellindar1 - Where do I start on this one? Halls of the dead has all the makings of a brilliant quest. Tons of energy was obviously put into fights & effects & it shows. However, there are a number of issues, some small and some that are game breaking. As for the small ones, you need to do a pass of all your containers & doors, because 9/10 when you interact with them, the text doesn't make sense. Small thing, but something that needs to be addressed. In all cases I knew what you were trying to say, but if anyone's reading it, the content doesn't match what you're doing. Also, you may want to despawn the village guys and respawn them because when the demon guy shows up they're just dancing around carefree. If there was fire and brimstone and huge demons fighting, I'm probably not going to be sitting around disco dancing.
As for the close to gamebreaking or gamebreaking stuff: First, the three part search quest was annoying as hell. Problem with running in this game and some others is they designed it feels like you're perpetually going thru molasses. And there's A LOT of running. The map seemed a bit arbitrary, so you could probably shorten that up. But worse than that is that I didn't know where the three things were & didn't realize that you gave a clue option til the 2nd turn in. Plus the waypoints are always pointing to the turn in guy, so you really have to search. Maybe that's what you were going for, but I just found the mechanic unnecessarily annoying. Meanwhile, when I started the quest I had low bag space so needing to haul around 4 items just got annoying as well. So a solution I think would be just to make each sub quest it's own quest, and keep a waypoint going so you don't get anyone frustrated, but YMMV.
Last bit is that I had done so much running that by the time the cave in started, I just wanted to get out so I was sprinting and bypassing mobs to the front door & I didn't realize there were going to be so many. So I got to the door and they killed me. I respawned in a room seemingly with no exits. So that's my review. Can't leave you a score in game because that is game breaking, which is disappointing considering how much time was invested in this.
All in all though, I thought so many elements were brilliant and work right, would be worth getting some of these other elements streamlined.
@machinator - pretty straightforward quest. I have a soft spot for brain eating zombies, having created one around that theme myself. Anyway, good combat map for GWF, lots of easy tightly packed mobs. Biggest issue for me is when you try to go to the necromancer lair, you really have to search to know to look up to go in. Try to go in the door and it doesn't work. I can see a lot of people giving up there. I thought it was a bug, and I almost did (give up, that is.).
@geoff783 - pretty straightforward, there was a part when you're running for quite a while where it seems like you could use with a mob or two interspersed. But overall from a combat perspective I found it enjoyable as a 46 GWF. Normally I have to pour through potions (Could be a L2p) issue, but the pacing and level was appropriate for me.
I am looking for reviews and such for my quest. The short code for it is NW-DTOHA9OIB or you can subscribe to @Leaddore to find it. I am enjoying going through everyone else's quests here as well!
Thanks!
@Leaddore Foundry Quest: The Kidnapped Kid NW-DTOHA9OIB
0
ellindar1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
@Ellindar1 - Where do I start on this one? Halls of the dead has all the makings of a brilliant quest. Tons of energy was obviously put into fights & effects & it shows. However, there are a number of issues, some small and some that are game breaking. As for the small ones, you need to do a pass of all your containers & doors, because 9/10 when you interact with them, the text doesn't make sense. Small thing, but something that needs to be addressed. In all cases I knew what you were trying to say, but if anyone's reading it, the content doesn't match what you're doing. Also, you may want to despawn the village guys and respawn them because when the demon guy shows up they're just dancing around carefree. If there was fire and brimstone and huge demons fighting, I'm probably not going to be sitting around disco dancing.
As for the close to gamebreaking or gamebreaking stuff: First, the three part search quest was annoying as hell. Problem with running in this game and some others is they designed it feels like you're perpetually going thru molasses. And there's A LOT of running. The map seemed a bit arbitrary, so you could probably shorten that up. But worse than that is that I didn't know where the three things were & didn't realize that you gave a clue option til the 2nd turn in. Plus the waypoints are always pointing to the turn in guy, so you really have to search. Maybe that's what you were going for, but I just found the mechanic unnecessarily annoying. Meanwhile, when I started the quest I had low bag space so needing to haul around 4 items just got annoying as well. So a solution I think would be just to make each sub quest it's own quest, and keep a waypoint going so you don't get anyone frustrated, but YMMV.
Last bit is that I had done so much running that by the time the cave in started, I just wanted to get out so I was sprinting and bypassing mobs to the front door & I didn't realize there were going to be so many. So I got to the door and they killed me. I respawned in a room seemingly with no exits. So that's my review. Can't leave you a score in game because that is game breaking, which is disappointing considering how much time was invested in this.
All in all though, I thought so many elements were brilliant and work right, would be worth getting some of these other elements streamlined.
Aw, this is a shame it went that way for you Yes, I did design it specifically so its not a "follow the path to win" quest. That part is absolutely an explore for the 3 items. Some will love it, some won't I do wish you would have read my post I linked to as it has ALL of the info right in there on what is yet to get polished, any bugs being worked on, etc. One of those is of course the interact text ! So that is being done. Typos of course in the dialog will too but that's last.
Let's talk about the crypt. The crypt has been EXTREMELY shortened, halls, etc. If you look at the map now while running you'll see the rooms literally sit next to each other to make for shorter halls. Also in the quest description and in my official post for the quest I state very specifically about needing to read the dialog and that its nice and short dialog. I do state that you will get confused if you don't.
Finally, the death hall. This is one of the brightest parts of the quest! You weren't stuck. When you die you respawn in the halls of the dead where everyone is dead. Ghosts float around endlessly lost. Directly ahead of you floating above the waters of the pool was the angel of death with a quest icon for conversation above her head. YOu simply talk to her and she will tell you to take the portal on the left to go back to life and face the danger. Sounds like you're not a reader of dialog which I get, but I've stated on mine, if you don't, you will get lost. And i don't mind that since I don't write books of dialog. Its very easy to read thru mine
@Jkpark - thanks again for the detailed feedback. I just made changes on From Dusk til Dawn and am going to continue clean up & add in some more environment detail that probably 95% of people likely won't notice, consciously at least. Additionally IMHO you definitely give the best feedback & I've been reviewing a lot of In Review quests and your writing/ dialogue is definitely the strongest I've seen so far.
Awesome. Once those changes are done, give me a poke, I'll gladly play through it again. Who cares about the 95%, it's the 5% who are important.
Thanks so much. My point of view is: I give what I wish to receive, a helpful and detailed critique. Also, I might be considered cheating a bit, as I work as a publisher and am a published author. If my writing skills weren't strong, I'd be doomed!
I'm going to go ahead and assume your first language isn't English. If you'd like any help correcting the grammatical errors in your dialogue, please let me know. I'd be happy to help. Aside from this, the dialogue is well-written and enjoyable to read. The story is interesting, and the combat is challenging.
As someone noted in your reviews. The traps on the floor seem to be hovering slightly above the ground, so a little tweaking needed there. I also noted some debris before the cave entrance was hovering above the water.
The quest has a nice variety of locations and encounters in it, which is a pleasant surprise. It's just the right length as well. I enjoyed this one. Good job.
Thank you for your great feedback! English is indeed not my first language, but I'll to my best to clear those grammatical errors. About the bugs in game, I'll go fix them asap once I get the time(currently at school). I'll try to experiment on some details and effects to the map too to make a more lively.
Also, I want to thank everyone who left review on my quest!
Please try out my quest! I'll be grateful if you leave a review! Quest Tread "Flesh Forge Prelude: The Death of A Nasher" NW-DOVTSEIKQ
Comments
Feedback for The 27th Level:
First, I noticed a typo in Taskmaster Druul's dialogue - Thrird instead of Third. :P
Has someone been watching the Princess Bride?
Typo in Vizzini's dialogue - "This the cannot be!" I assume 'the' is not meant to be in there.
Megan Fox, really? :P
The waypoint during the trial of persistence overlaps onto the corridor leading up to it. Was a moment of confusion there.
Okay, onto the actual feedback...
The premise of the story was interesting, although not really explained. Some more back story at the beginning would have suited me better. Although, I do concede this wouldn't be to everyone's tastes. The trials were located all nearby, so not much running involved. Definitely a plus. There are some grammatical errors, but nothing that really detracts from the flow, unless you have grammar OCD like me. :P The ones which really stick out, I've noted above, the rest is just relating to comma placement and such.
The flow of play was smooth, and progressed quickly. I have doubts over some of the content, specifically the use of existing character and people's names, non-franchise names in other words.
There was a sufficient amount of combat to satisfy the urges of those who need to slaughter, but not an excessive amount so that it becomes tedious. I do feel the encounters in the corridors leading to the final boss just look like they're plopped down there. Perhaps making their placement a little more random, or involving some wandering elements will fix this. And adding a door or barrier before the last boss will add to the suspense, as you can see him from the end of the corridor.
A Friendly Reminder (NW-DAQN7H5GO) - Short, solo, story-driven quest.
Bill's Tavern | The 27th Level | Secret Agent 34
A Friendly Reminder (NW-DAQN7H5GO) - Short, solo, story-driven quest.
Let me know if you update yours or want me to review another one
Cheers
Bill's Tavern | The 27th Level | Secret Agent 34
Will do that in a few. Work beckons again.
I'm working on a campaign at the moment. The first quest is progressing nicely, so will let you know once it's available.
Watch this space!
A Friendly Reminder (NW-DAQN7H5GO) - Short, solo, story-driven quest.
@dzogen "Form Dusk 'til Dawn"
Pretty interesting map. I like the humor like how you named the zombies. Also enjoy the map design. Boss fight is fun, too.
@deathsight911 "Lost Brother"
I think it's very fun map, I enjoy the ending a lot. Lots of battles, but plenty of story, too. However, clearing ten packs of similar goblin hordes can be a bit too much. Maybe you can make the combat more interesting by setting less but trickier encounters, or just add the variety of the mob.
@jkpark "A Friendly Reminder"
Good story, and probably the best interior level design I've ever seen, Music, too, which is not often seen in UGC. Not a lot of combat, but the encounters are well-placed and the assassins always caught me off guard. I had a very good time playing this map. Looking forward for your new maps.
All the reviews are posted in-game as well.
Quest Tread
"Flesh Forge Prelude: The Death of A Nasher" NW-DOVTSEIKQ
Thanks so much for the feedback. I'm very glad you enjoyed it. I'll make sure to add more combat in the next quest, just to spice things up a bit.
A Friendly Reminder (NW-DAQN7H5GO) - Short, solo, story-driven quest.
Halls of the Forgotten (Search BEST tab for Halls of the Forgotten)
30 minutes
Balanced with story, exploration and combat!
Heavy on effects & atmosphere
Here is a link to the forum page with SS's.
http://nw-forum.perfectworld.com/showthread.php?191711-UGC-The-Halls-of-the-Forgotten-New-Epic-Campaign!
Ty!!!
Feedback for From Dusk til Dawn:
Really enjoyed this one. Chuckled quite a few times. Really like your style of humour. The story's well-written. I didn't really spot any typos and such. I did note a few environmental details that need some tweaking though:-
Is there a reason Bob is standing on the table at the start? :P
Can you slow down the pace the Random VIP Dude patrols at in the VIP room? I think I did that for one of my patrolling NPCs.
The NPCs just disappearing before the zombies spawn is kind of jarring. Maybe add a light effect that will cover it.
Adding cell doors to the jail cells will add to the believability that the survivor was actually being held captive.
The double doors before the cave-in need to open into the corridor. They're cutting through the cave-in.
---
Some of the story elements were quite inspired. I really liked how "Your Conscience" was waiting for you. Shame it doesn't show up like that in real life, eh? :P
And last, but not least: Kill Bill. I giggled.
A Friendly Reminder (NW-DAQN7H5GO) - Short, solo, story-driven quest.
Something Rotten
NW-DFCWGMHJV
A short, combat oriented adventure that will eventually be an intro to the campaign. Takes place on a world map node.
Thanks!
Also I would like to thank Dzogen for this thread, I believe it helped many people to get out of that terrible For Review list and get some constructive feedback for further improvements in our quests!
I'm going to go ahead and assume your first language isn't English. If you'd like any help correcting the grammatical errors in your dialogue, please let me know. I'd be happy to help. Aside from this, the dialogue is well-written and enjoyable to read. The story is interesting, and the combat is challenging.
As someone noted in your reviews. The traps on the floor seem to be hovering slightly above the ground, so a little tweaking needed there. I also noted some debris before the cave entrance was hovering above the water.
The quest has a nice variety of locations and encounters in it, which is a pleasant surprise. It's just the right length as well. I enjoyed this one. Good job.
A Friendly Reminder (NW-DAQN7H5GO) - Short, solo, story-driven quest.
The trial of intelligence could do with some beefing up. Maybe add in a second piece of dialogue where the player produces a distraction and a third where they swap the drinks. Overall liked the scene, Princess Bride FTW!
If you fancy checking mine out, I would be grateful.
Quest: The Tomb of Valkere
ID: NW-DOA69HDRT
Author: Geoff8733
Tags: #Combat, some #exploration, #story and #humor
Part 1: Death comes to Neverwinter - NW-DL8EPHRAT
@Geoff873 - thanks for the feedback. Guess the common element everyone is saying is beef up the trial of intelligence. Will def check out your quest as well.
@deathsight911 - thanks mate. It's been great meeting you guys. In lieu of an official manual, I'm probably learning more about the foundry & design from looking at other people's ideas & talking together than anything.
Bill's Tavern | The 27th Level | Secret Agent 34
As for the close to gamebreaking or gamebreaking stuff: First, the three part search quest was annoying as hell. Problem with running in this game and some others is they designed it feels like you're perpetually going thru molasses. And there's A LOT of running. The map seemed a bit arbitrary, so you could probably shorten that up. But worse than that is that I didn't know where the three things were & didn't realize that you gave a clue option til the 2nd turn in. Plus the waypoints are always pointing to the turn in guy, so you really have to search. Maybe that's what you were going for, but I just found the mechanic unnecessarily annoying. Meanwhile, when I started the quest I had low bag space so needing to haul around 4 items just got annoying as well. So a solution I think would be just to make each sub quest it's own quest, and keep a waypoint going so you don't get anyone frustrated, but YMMV.
Last bit is that I had done so much running that by the time the cave in started, I just wanted to get out so I was sprinting and bypassing mobs to the front door & I didn't realize there were going to be so many. So I got to the door and they killed me. I respawned in a room seemingly with no exits. So that's my review. Can't leave you a score in game because that is game breaking, which is disappointing considering how much time was invested in this.
All in all though, I thought so many elements were brilliant and work right, would be worth getting some of these other elements streamlined.
Bill's Tavern | The 27th Level | Secret Agent 34
@geoff783 - pretty straightforward, there was a part when you're running for quite a while where it seems like you could use with a mob or two interspersed. But overall from a combat perspective I found it enjoyable as a 46 GWF. Normally I have to pour through potions (Could be a L2p) issue, but the pacing and level was appropriate for me.
Bill's Tavern | The 27th Level | Secret Agent 34
I am looking for reviews and such for my quest. The short code for it is NW-DTOHA9OIB or you can subscribe to @Leaddore to find it. I am enjoying going through everyone else's quests here as well!
Thanks!
Aw, this is a shame it went that way for you Yes, I did design it specifically so its not a "follow the path to win" quest. That part is absolutely an explore for the 3 items. Some will love it, some won't I do wish you would have read my post I linked to as it has ALL of the info right in there on what is yet to get polished, any bugs being worked on, etc. One of those is of course the interact text ! So that is being done. Typos of course in the dialog will too but that's last.
Let's talk about the crypt. The crypt has been EXTREMELY shortened, halls, etc. If you look at the map now while running you'll see the rooms literally sit next to each other to make for shorter halls. Also in the quest description and in my official post for the quest I state very specifically about needing to read the dialog and that its nice and short dialog. I do state that you will get confused if you don't.
Finally, the death hall. This is one of the brightest parts of the quest! You weren't stuck. When you die you respawn in the halls of the dead where everyone is dead. Ghosts float around endlessly lost. Directly ahead of you floating above the waters of the pool was the angel of death with a quest icon for conversation above her head. YOu simply talk to her and she will tell you to take the portal on the left to go back to life and face the danger. Sounds like you're not a reader of dialog which I get, but I've stated on mine, if you don't, you will get lost. And i don't mind that since I don't write books of dialog. Its very easy to read thru mine
Awesome. Once those changes are done, give me a poke, I'll gladly play through it again. Who cares about the 95%, it's the 5% who are important.
Thanks so much. My point of view is: I give what I wish to receive, a helpful and detailed critique. Also, I might be considered cheating a bit, as I work as a publisher and am a published author. If my writing skills weren't strong, I'd be doomed!
A Friendly Reminder (NW-DAQN7H5GO) - Short, solo, story-driven quest.
Thank you for your great feedback! English is indeed not my first language, but I'll to my best to clear those grammatical errors. About the bugs in game, I'll go fix them asap once I get the time(currently at school). I'll try to experiment on some details and effects to the map too to make a more lively.
Also, I want to thank everyone who left review on my quest!
Quest Tread
"Flesh Forge Prelude: The Death of A Nasher" NW-DOVTSEIKQ