I've made a few mistakes in my time, and I'm sure you have too. Lets share so everyone can learn from our mistakes.
Don't stack encounters!
When testing with the level 1 or 10 character, your quest is too easy, so you put a few encounters in one room. But you don't realize that encounters don't scale linearly with level. When you play it at level 30, what was just right becomes so hard it isn't fun. At level 60 it is unplayable. Or it goes from being a solo mission to being a group dungeon. If you want a solo mission, make sure players will only agro one group at a time. And do a mix of easy and standard encounters for most of it. Use hard encounters for the "boss" fights.
Write your dialog in an external program!
I use Google Docs. It has a spell checker. Write it there, then cut-n-paste it in. Kind of tedious, but better than getting dinged for spelling errors. Or having to redo conversations when you change your story or put the conversation on the NPC instead of in the Story Board. Also, you can later go back and review your dialog without having that quest open. And you can search the dialog.
Quests are shorter than you think!
If you think it will be a 30 min quest, it will likely be 15 min. Well, that depends on a lot, but expect your average play time to be shorter than you think it will be. Especially if you are making a quest that is good for people to run as a daily. Low level characters will breeze through fast. Players who have done it a bunch of times will know the shortcuts. Do yourself a favor and make it long enough so that once it gets plays, it will still be over the 15 min mark. That will likely get you more plays in the long run.
That's all I can think of right now. Anyone else have any lessons learned?
boydzinjMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
I agree, mobs do level up as a player does... but they do not level up in a linear fashion. A "HARD" mind Flayer encounter is downright easy at levels 1 thru 10 and level 11 thru 29 is somewhat tough. However, at level 30+ they can stun CC you and kill you before you can do 1 ability - if you are not careful. Now imagine, if you stack stuff with them. I also believe stacking can be a problem - but I also believe that it is okay to have "HOOKS" ways for players to attack groups without multiple groups aggroing on the player... such as a logical reason why a unit may patrol. Imagine two "HARD" encounters which are guarding an entrance. They are far enough away that if the player or group attacks either one - they will not aggro each other. However, a third unit is also a "HARD" encounter and patrols in between these two units. If the player or group attacks unwisely one group - while the patrol is near that group... then both get aggro - even worse - all three could get aggro if the player or group does it unwisely. However, if done right the player or group can kill 1 group at a time, or kill 1 group and bypass the other two. That, to me, is acceptable in a solo adventure. However, stacking three "HARD" encounters together is not acceptable for a solo mission... especially if you are level 30+
0
thesabotenderMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
Use temporary objects.
If a cirtain objects requires an inventory item, have a temporary object in your scene that gives it to you.
That way you wont have to "do the whole quest" to test the endgame.
Also place temporary stairs or ramps, these help you get through obstacles faster. I use these alot as i tend to enjoy making complex outdoor environments. Making and using your own "developer scaffolding" or teleporters is really usefull
Always remember to delete temporary objects before you publish though!
Note: these will be unnessesary if Cryptic adds flymode and "Give Inventory Item" commands
Good ideas! I used a temporary ramp when working on a jumping puzzle and it kept me sane.
Patrols are nice, because if a player just runs through, they risk getting in over their head--as it should be. But if they are careful, they'll be able to spread out the fights.
And as a caveat to your tip regarding aggro range, be sure to think about how players will move during a fight. If they are dodging one encounter, are they likely to activate another encounter? The two should have an appropriate amount of distance between them.
0
lolstabzMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 8Arc User
edited May 2013
In regards to writing and planning dialogue -- I use Inklewriter. It's mainly used to make choose your own adventure book style text games, but it works wonders with dialogue that has multiple choices.
Also, to people who were planning on making a huge explorable map with nooks and crannies to hide thievery backpacks or dungeoneering thingies, you're gonna have a bad time. You can't make them lootable, so all that work you did to make a huge map with said nooks is wasted. I should've have seen that coming.
In regards to writing and planning dialogue -- I use Inklewriter. It's mainly used to make choose your own adventure book style text games, but it works wonders with dialogue that has multiple choices.
Also, to people who were planning on making a huge explorable map with nooks and crannies to hide thievery backpacks or dungeoneering thingies, you're gonna have a bad time. You can't make them lootable, so all that work you did to make a huge map with said nooks is wasted. I should've have seen that coming.
Also in relation to the above, if you do make a huge detailed map you will quickly hit the 1500 item limit. If you want a lot of detail and background scenery etc best start small.
Turn on Godmode before working from some temporary scaffolding 200 Y-axis units up lest you accidentally look down and die a horrible death, meaning you now have to exit the entire thing because it keeps respawning you underneath the map.
God I want flying.
0
incendiarywaveMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 21Arc User
edited May 2013
Making something appear/disappear based on a dialogue choice must occur in the same map as that dialogue choice. Unfortunate for trying to make characters "remember" things.
The Storm Family Tale: Of Kobolds and a Woman
NW-DGXUGRSN6
Do your object placement and 3D editor fine tuning before you add quest objectives that block parts of your quest until you do a bunch of steps beforehand. :P It sucks to have to rearrange a bunch of quest objectives (and remember to put them back) just to make sure details show up where and when they're supposed to.
Setting the Y-value on NPCs and encounter creatures doesn't actually change their Y position unless they have something to stand on. Otherwise they'll just fall to the ground.
If you have patrolling encounters, all mobs in the encounter will patrol in the same direction and will get stuck on even the slightest impediment. Make sure you observe the entire patrol path to check that your wandering forest spiders don't get stuck on a tiny tree root. :P
For exact placement of things like NPCs or Campfires, use a standard Detail item (I like the stack of barrels). You can move that around in the 3D Edit view then copy/paste the XYZ values to your NPC/Campfire.
Regarding XYZ: Y is vertical placement. That confused me, since Z is usually your 3rd dimension/height axis.
zovyaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited May 2013
Think of players on your maps like sand in your swimsuit. It's going to get in places you didn't know it could get. Make sure you have plenty of ways out of these pitfalls and/or plenty of invisible walls or other various things to keep them out of there. It may cause chafing in your reviews.
Ooh, I remembered a good one that caused me much pain...
Turn off Snap to Grid and Angle before you duplicate a map/item/etc.
If you have snap on, your x,y,z, and angle values may/will get rounded off and you'll be very frustrated trying to tweak it all back to how it should be.
Regarding XYZ: Y is vertical placement. That confused me, since Z is usually your 3rd dimension/height axis.
In what context is that? I've never seen anything other than X (Width), Y (Height), Z (Depth) being used for anything (Game Editors, Modeling Programs, Mathematics).
And here's a lesson learned: Copying objects will reset their height values, use duplicate instead. (I might have missed something, but this has been causing me a lot of headache when detailing areas)
In what context is that? I've never seen anything other than X (Width), Y (Height), Z (Depth) being used for anything (Game Editors, Modeling Programs, Mathematics).
And here's a lesson learned: Copying objects will reset their height values, use duplicate instead. (I might have missed something, but this has been causing me a lot of headache when detailing areas)
I perhaps worded it incorrectly. By "height" I meant vertical/3-dimensional height. I have always seen the z-axis used as perpendicular to the flat plane/ground. (Including in math and modeling applications). But, I also know that there is some ambiguity in the usage.
Regardless, in this game/Foundry, Y is perpendicular to the ground. Or, more simply, it controls height/altitude.
Also, another Thing I Learned: Don't go above 900 on the height (Y), things get buggy beyond that.
This one isn't "painful lesson" but just figured it in the quest for efficiency: Set all your settings on items before duplicating.
Example: set your Y axis value, set your "appears" and "disappears" triggers, set your costume, and if you use it: set the custom group and encounter names - everything. *THEN* hit the duplicate button. All those setting will be duplicated at once. Rather than placing, duplicating what you need repositioning THEN going it to set the settings. On. Each. One. Ugh.
Build from the ground-up. get your map set and dressed with all your props. THEN do all your interactive objects and NPCs. Save encounters for last or you'll have to deal with them (even the CTRL=SPACE insta-kill) Every. Single. Time. you have to go into 3D mode. This makes it easy since you'll be jumping into your map often at these intervals to check-up on things and not have to deal with encounters around every corner you turn.
When placing encounters - start at end-quest area first and get that timing and balancing all set then work backwards from there. Same convenience as above - you don't have to deal with every. single. one, every. single. time. And each time you go in, it's a shorter trip to the encounter group you want to verify and test, knowing the ones further in are already set-up the way you want.
It's been a bug since long ago in beta. That's pretty much the cause. ctrl-s is your friend.
I've found Alt-F4 (yeah, I know, but trust me) works as well. It pops up a dialogue box asking if you want to quit with save, quit without save, or cancel. If you hit cancel, it frees the mouse and you go back to where you were. Not sure if ctrl-s gives you the options, but alt-F4 may be useful if you're working on something you don't want to save yet.
"The Grey has Risen, Book One" - NW-DDK8N6EYP
"No Prey, No Pay" - NW-DG2XDJH84
If I am bug testing certain areas, I place a teleporter at spawn linked close to the area I want to test instead of running through everything repeatedly to see if the door unlocks properly etc
Bumpity. I'm seeing people making these mistakes. This needs fresh eyes.
DANKE for the bump!
One of mine is: Name your encounters! There is nothing worse on a big map than not having an encounter named and having to scroll in and out, drag the map about to find it. Players never see the actual encounter name so it can be as specific as "gate guard" or "final boss" and it doesn't create a spoiler for anyone but your sanity.
Use broken language! I can't tell you the number of times I've seen an author write glowing dialog that jumps off the page, out of the screen, etc that screams "I use a dictionary and thesaurus too much"! If X is the right word don't go looking for a better word that means the same thing, say X. Make sure your OOC, and other non-dialog is spelled right and has proper grammar but sit and listen to people talk in a park before you write the actual dialog. No one talks in proper grammar, and it's not a "now a days" issue. They never have, the slang just changes. One of my favorite settings is the Battletech setting, and in it one of the primary aggressors in the later years of the setting are a group that use specific dialog techniques (proper grammar and never using contractions), it made the reader immediately identify them for it! Come up with slang, and mannerisms for your characters and use those in the dialog.
Name your NPCs when you can! Commoner 14 is very jarring to immersion in a heavy lore story. I go so far as to name all the monsters in an encounter (yes, I'm ocd like that). Naming the NPCs and giving them at least chatter if not full dialog fleshes the world out a bit. As Zovya said, players are like sand in your bathing suit, they get EVERYWHERE and touch EVERYTHING, the more things that are fully fleshed out the more alive the world becomes for them. Nothing breaks the fourth wall faster than a player getting lost and none of the NPCs can even be spoken with.
Last but not least: Think of WHY! Why is this hallway there, why is this monster guarding it, why is the player where they are... You must ask yourself why on all of this if you want your quest to feel alive within the game. When you send the player to collect the relics, why are there undead all around the relics? That dungeon, why was it built? What purpose did that room serve before it became a place for you to drop another combat encounter. Just like your story needs a beginning, middle and end so to does everything that touches the story. Where did that monster start, why did it come here, will it fight to the death or try to flee/surrender? If you don't know the answer to why you can't convey that message to the player and they lose immersion.
Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
Adjusting your object/npc to zero altitude then playing with the Y values can result in some really cool high in the sky maps. If you want things to be level with the rest you just copy the Y value of the original object.
Last but not least: Think of WHY! Why is this hallway there, why is this monster guarding it, why is the player where they are... You must ask yourself why on all of this if you want your quest to feel alive within the game. When you send the player to collect the relics, why are there undead all around the relics? That dungeon, why was it built? What purpose did that room serve before it became a place for you to drop another combat encounter. Just like your story needs a beginning, middle and end so to does everything that touches the story. Where did that monster start, why did it come here, will it fight to the death or try to flee/surrender? If you don't know the answer to why you can't convey that message to the player and they lose immersion.
Well said and very important. People should try to make it so there aren't any loose strings hanging. Unless of course you are trying to write a mystery.
Adjusting your object/npc to zero altitude then playing with the Y values can result in some really cool high in the sky maps. If you want things to be level with the rest you just copy the Y value of the original object.
That is exactly how I built my current cave to have a close in roof and how I built a pit trap into a different map.
One other thing I thought of while talking to my wife about this post is geometry! Please by all the is holy do not leave everything where the snap to grid and snap to angle puts it! People are not exact creatures, and monsters are less so. Want to see how inexact real life is, grab a level from your work bench and check every doorway in your home. I can all but guarantee at least one of them is off if not from shoddy workmanship than from the fact your home has settled over the years. The world we live in is not exact, making your maps too precise nags at the player sub-consciously that what they see isn't right. A trick I have used is go in and adjust everything 1 to 3 degrees off or simply eyeball it, then later when putting in an illusion make it exact with snap to grid and you now have a built in puzzle clue to it's being an illusion.
Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
This one isn't "painful lesson" but just figured it in the quest for efficiency: Set all your settings on items before duplicating.
Build from the ground-up. get your map set and dressed with all your props. THEN do all your interactive objects and NPCs. Save encounters for last or you'll have to deal with them (even the CTRL=SPACE insta-kill) Every. Single. Time. you have to go into 3D mode. This makes it easy since you'll be jumping into your map often at these intervals to check-up on things and not have to deal with encounters around every corner you turn.
When placing encounters - start at end-quest area first and get that timing and balancing all set then work backwards from there. Same convenience as above - you don't have to deal with every. single. one, every. single. time. And each time you go in, it's a shorter trip to the encounter group you want to verify and test, knowing the ones further in are already set-up the way you want.
You know you can change your avatar to be unable to be targeted when you play test and just walk passed encounters right? (Unless killing them is a quest objective and you're testing quest objectives you should be fine)
I've also been able to just return to foundry, then change something and press play this map again in the Foundry editor and my avatar will be where I left him. (I can use reset map to go back to start)
You know you can change your avatar to be unable to be targeted when you play test and just walk passed encounters right? (Unless killing them is a quest objective and you're testing quest objectives you should be fine)
I've also been able to just return to foundry, then change something and press play this map again in the Foundry editor and my avatar will be where I left him. (I can use reset map to go back to start)
You can also move the spawn point around the map to where you want to begin. So resetting the map puts you at that point. Good for detailing and encounter balancing, but if there were quest objectives earlier on the same map it won't complete them.
Everlight - A Prologue
Shortcode: NW-DM417VRJK
Combat orientated Mission, with a little bit of story to move you along.
Comments
If a cirtain objects requires an inventory item, have a temporary object in your scene that gives it to you.
That way you wont have to "do the whole quest" to test the endgame.
Also place temporary stairs or ramps, these help you get through obstacles faster. I use these alot as i tend to enjoy making complex outdoor environments. Making and using your own "developer scaffolding" or teleporters is really usefull
Always remember to delete temporary objects before you publish though!
Note: these will be unnessesary if Cryptic adds flymode and "Give Inventory Item" commands
my Quests and Campaigns!
LINK
Please review my latest Quest:
Name Save the Princess
ShortCode NW-DBA7YIURL
Author Sabotender
Patrols are nice, because if a player just runs through, they risk getting in over their head--as it should be. But if they are careful, they'll be able to spread out the fights.
And as a caveat to your tip regarding aggro range, be sure to think about how players will move during a fight. If they are dodging one encounter, are they likely to activate another encounter? The two should have an appropriate amount of distance between them.
Also, to people who were planning on making a huge explorable map with nooks and crannies to hide thievery backpacks or dungeoneering thingies, you're gonna have a bad time. You can't make them lootable, so all that work you did to make a huge map with said nooks is wasted. I should've have seen that coming.
Also in relation to the above, if you do make a huge detailed map you will quickly hit the 1500 item limit. If you want a lot of detail and background scenery etc best start small.
WIP
God I want flying.
NW-DGXUGRSN6
Setting the Y-value on NPCs and encounter creatures doesn't actually change their Y position unless they have something to stand on. Otherwise they'll just fall to the ground.
If you have patrolling encounters, all mobs in the encounter will patrol in the same direction and will get stuck on even the slightest impediment. Make sure you observe the entire patrol path to check that your wandering forest spiders don't get stuck on a tiny tree root. :P
Chapter 1 - The Ruins of Webcrag --- Chapter 2 - Don't get your hopes up. Bored of the game.
Regarding XYZ: Y is vertical placement. That confused me, since Z is usually your 3rd dimension/height axis.
Turn off Snap to Grid and Angle before you duplicate a map/item/etc.
If you have snap on, your x,y,z, and angle values may/will get rounded off and you'll be very frustrated trying to tweak it all back to how it should be.
In what context is that? I've never seen anything other than X (Width), Y (Height), Z (Depth) being used for anything (Game Editors, Modeling Programs, Mathematics).
And here's a lesson learned: Copying objects will reset their height values, use duplicate instead. (I might have missed something, but this has been causing me a lot of headache when detailing areas)
I perhaps worded it incorrectly. By "height" I meant vertical/3-dimensional height. I have always seen the z-axis used as perpendicular to the flat plane/ground. (Including in math and modeling applications). But, I also know that there is some ambiguity in the usage.
Regardless, in this game/Foundry, Y is perpendicular to the ground. Or, more simply, it controls height/altitude.
Also, another Thing I Learned: Don't go above 900 on the height (Y), things get buggy beyond that.
Shortcode: NW-DM417VRJK
Combat orientated Mission, with a little bit of story to move you along.
If your mouse freezes, hit ctrl-s it will save and free up your mouse.
This has been happening a lot to me, recently. It seems to happen if I drag something from the right toolbar onto the map too quickly. Frustrating
WIP
Example: set your Y axis value, set your "appears" and "disappears" triggers, set your costume, and if you use it: set the custom group and encounter names - everything. *THEN* hit the duplicate button. All those setting will be duplicated at once. Rather than placing, duplicating what you need repositioning THEN going it to set the settings. On. Each. One. Ugh.
Build from the ground-up. get your map set and dressed with all your props. THEN do all your interactive objects and NPCs. Save encounters for last or you'll have to deal with them (even the CTRL=SPACE insta-kill) Every. Single. Time. you have to go into 3D mode. This makes it easy since you'll be jumping into your map often at these intervals to check-up on things and not have to deal with encounters around every corner you turn.
When placing encounters - start at end-quest area first and get that timing and balancing all set then work backwards from there. Same convenience as above - you don't have to deal with every. single. one, every. single. time. And each time you go in, it's a shorter trip to the encounter group you want to verify and test, knowing the ones further in are already set-up the way you want.
I've found Alt-F4 (yeah, I know, but trust me) works as well. It pops up a dialogue box asking if you want to quit with save, quit without save, or cancel. If you hit cancel, it frees the mouse and you go back to where you were. Not sure if ctrl-s gives you the options, but alt-F4 may be useful if you're working on something you don't want to save yet.
"No Prey, No Pay" - NW-DG2XDJH84
DANKE for the bump!
One of mine is: Name your encounters! There is nothing worse on a big map than not having an encounter named and having to scroll in and out, drag the map about to find it. Players never see the actual encounter name so it can be as specific as "gate guard" or "final boss" and it doesn't create a spoiler for anyone but your sanity.
Use broken language! I can't tell you the number of times I've seen an author write glowing dialog that jumps off the page, out of the screen, etc that screams "I use a dictionary and thesaurus too much"! If X is the right word don't go looking for a better word that means the same thing, say X. Make sure your OOC, and other non-dialog is spelled right and has proper grammar but sit and listen to people talk in a park before you write the actual dialog. No one talks in proper grammar, and it's not a "now a days" issue. They never have, the slang just changes. One of my favorite settings is the Battletech setting, and in it one of the primary aggressors in the later years of the setting are a group that use specific dialog techniques (proper grammar and never using contractions), it made the reader immediately identify them for it! Come up with slang, and mannerisms for your characters and use those in the dialog.
Name your NPCs when you can! Commoner 14 is very jarring to immersion in a heavy lore story. I go so far as to name all the monsters in an encounter (yes, I'm ocd like that). Naming the NPCs and giving them at least chatter if not full dialog fleshes the world out a bit. As Zovya said, players are like sand in your bathing suit, they get EVERYWHERE and touch EVERYTHING, the more things that are fully fleshed out the more alive the world becomes for them. Nothing breaks the fourth wall faster than a player getting lost and none of the NPCs can even be spoken with.
Last but not least: Think of WHY! Why is this hallway there, why is this monster guarding it, why is the player where they are... You must ask yourself why on all of this if you want your quest to feel alive within the game. When you send the player to collect the relics, why are there undead all around the relics? That dungeon, why was it built? What purpose did that room serve before it became a place for you to drop another combat encounter. Just like your story needs a beginning, middle and end so to does everything that touches the story. Where did that monster start, why did it come here, will it fight to the death or try to flee/surrender? If you don't know the answer to why you can't convey that message to the player and they lose immersion.
By @Stebss
Short Code: NW-DM900IFHK
Well said and very important. People should try to make it so there aren't any loose strings hanging. Unless of course you are trying to write a mystery.
By @Stebss
Short Code: NW-DM900IFHK
That is exactly how I built my current cave to have a close in roof and how I built a pit trap into a different map.
One other thing I thought of while talking to my wife about this post is geometry! Please by all the is holy do not leave everything where the snap to grid and snap to angle puts it! People are not exact creatures, and monsters are less so. Want to see how inexact real life is, grab a level from your work bench and check every doorway in your home. I can all but guarantee at least one of them is off if not from shoddy workmanship than from the fact your home has settled over the years. The world we live in is not exact, making your maps too precise nags at the player sub-consciously that what they see isn't right. A trick I have used is go in and adjust everything 1 to 3 degrees off or simply eyeball it, then later when putting in an illusion make it exact with snap to grid and you now have a built in puzzle clue to it's being an illusion.
You know you can change your avatar to be unable to be targeted when you play test and just walk passed encounters right? (Unless killing them is a quest objective and you're testing quest objectives you should be fine)
I've also been able to just return to foundry, then change something and press play this map again in the Foundry editor and my avatar will be where I left him. (I can use reset map to go back to start)
Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
Code: NW-DSVCX8LD4
Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan
You can also move the spawn point around the map to where you want to begin. So resetting the map puts you at that point. Good for detailing and encounter balancing, but if there were quest objectives earlier on the same map it won't complete them.
Shortcode: NW-DM417VRJK
Combat orientated Mission, with a little bit of story to move you along.