maddriverMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
Played, rated in-game.
The start of the quest is well made. With the mercenaries appearing in that house, I thought that a fight would start right then and there.
There is a lot of effort put into the details and the decorating of the rooms.
You also found a way to use the terrain to the advantage of the monsters (in the sewers). I liked that a lot.
Even if later on there is some music, there is none in the sewers. The music in the Creed Hideout is well chosen and it fits the atmosphere.
The scripting was really good also, for example when you see Cevon go into the house in Blacklake.
I freed all the captives. It was refreshing to do something else besides the main quest. Nice touch there.
Some of the Creed fighters were very dangerous. I played solo as a level 26 Control Wizard, with no companion and I used a lot of potions. The ambush just before you jump down the hole was probably the hardest fight in the game because there was little space to maneuver and those guys used long range abilities.
A very interesting storyline and I am curious to see where this is going. Cevon can't run away forever...
My quest is called Path to the Underworld and it is the first chapter in the Ignum campaign.
Any feedback would be appreciated. NW-DA4N8EOZD
~Cheers
Ignum CampaignNWS-DBBV2EY9G "The quest for the Book of Ignum"
- All typos that had been found up to this point have been fixed.
- Added a cellar area between the headquarters and sewers.
- Added invisible walls in front of the captives to keep them from being attacked. These guys are supposed to be brainwashed, not beaten!!!
- Spruced up the tunnels a little bit, added debris and other things. Will add more throughout the week.
- Added a few extra encounters in the tunnel area. Four easy-standard encounters have been added, and two standards stacked in the final hallways.
- Shortened the final hallway, making it easier to get through and eliminated a strange glitching error that caused the landscape to disappear.
- All references to bro's have been eliminated!!!
- Some invisible walls that were in place to keep you from wandering and getting lost had themselves gone wandering and gotten lost. They have been replaced with better listening walls who are paid higher wages to stand there and do nothing.
- Final battle in the tunnels should be a little tougher now, but not too much.
- Changed Lord Alfraed's name back to what it was supposed to be, as he kept wanting to legally change his name to Alfaed throughout the quest.......
- To help preserve the feelings of those dwarven females without beards, all references to the gender of your player have been removed!
Known Issues:
- First cultist encounter needs some tweaking.
- Cellar leading down to cultist hideout is somewhat bare.
- Sewers are very bare.
- Some patrolling routes are not working as intended.
- One special cultist who can apparently see through walls will agro and try to attack you through the wall that separates you from him.
- Music in sewers and headquarters not working correctly. I believe this is a Cryptic bug, but will continue to look into it.
- Unsure as to why, but the path leading you to the quest entrance takes you to an NPC beside the door, again, I think this is a Cryptic bug.
My quest was deleted in July of 2013. There were no issues, it had not violated any rules. Was deemed a bug. That quest is still missing.
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
Alright everyone, I was not able to play any tonight...work late and stuff came up at home...however, tomorrow I will get the review up for the other quest I did last night and then I will start working on the quests I still have to do.....thanks everyone!
My quest was deleted in July of 2013. There were no issues, it had not violated any rules. Was deemed a bug. That quest is still missing.
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
Also, wanted to add that V.1.03 will be up tonight! I have found the fix for the dancing trees, fixed a few other errors, and am adding some more ambience to certain areas. Thanks everyone for your feedback. Look for part 2, Sealing the Case, sometime mid-late next week!
My quest was deleted in July of 2013. There were no issues, it had not violated any rules. Was deemed a bug. That quest is still missing.
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
Hi, would you like to try my quest? I published some days ago but as you can imagine is very hard to find in the fidner
I will play your once i end to work to day.
Many thanks!
schidooshMember, Neverwinter Beta UsersPosts: 11Arc User
edited May 2013
Just ran your quest this morning, I enjoyed it. The story was interesting, dialogue solid, and the fights were balanced from my perspective. The only two things I will nit-pick are the lack of traps in the kobold sewers (kobolds love traps) and that the sewers seemed kind of bland. The room where you pick the key up was well done, I would have preferred to see the rest of the sewer rooms/hallways with that level of detail. The rest of the locales were nice though.
All-in-all though, well done, I had a fun time.
You can review mine, if you have time, here: Stronghold by the Sea. Make sure you go in with at least a friend, it was designed for 2+ players. If you go in alone you'll have a bad time.
I just plaid it and i liked it!
Anyway as schidoosh told, it would be nice to see some traps in the sewers and in the dungeon too
I don't want to spoiler nothing, so i just say that i liked to explore the dungeon and the npc inside, you can understand
If you have the time, my quest is
NW-DB5GERXA3 - "An Artifact from the Depths"
Many thanks,
keep it up with the next chapters, i will play it!
EDIT: i unpublished my quest some hours ago for some little changes but now it's already online
So, as of Friday the 24th, I will unpublishing the intro quest to the Dark Creed saga. This is not a bad thing, but instead, a very good thing. A few of you (46 and counting) have been able to play the quest, have been introduced to the story, and know, somewhat, what to expect.
The story is not changing. I will be adding some dialogue options here and there, expand upon some of the ideas that were laid out in the original published version. However, the majority of the quest is getting a MAJOR redesign. A few new paths, new looks, new textures. Again, the character styles, the story, those remain. But expect a big change to the sewers, the tunnels, the abandoned house, everything. The Blacklake portion, while brief, will be more lively, with a few new things thrown in to enhance the story.
Thank you for the initial feedback everyone, and if you want to play it again (or for the first time) get in on it before Friday!
P.S. I will still be reviewing everyone who has played and reviewed my quest in hopes of me reviewing theirs. I will hopefully be caught up through this week. Thanks again!
My quest was deleted in July of 2013. There were no issues, it had not violated any rules. Was deemed a bug. That quest is still missing.
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
Comments
The start of the quest is well made. With the mercenaries appearing in that house, I thought that a fight would start right then and there.
There is a lot of effort put into the details and the decorating of the rooms.
You also found a way to use the terrain to the advantage of the monsters (in the sewers). I liked that a lot.
Even if later on there is some music, there is none in the sewers. The music in the Creed Hideout is well chosen and it fits the atmosphere.
The scripting was really good also, for example when you see Cevon go into the house in Blacklake.
I freed all the captives. It was refreshing to do something else besides the main quest. Nice touch there.
Some of the Creed fighters were very dangerous. I played solo as a level 26 Control Wizard, with no companion and I used a lot of potions. The ambush just before you jump down the hole was probably the hardest fight in the game because there was little space to maneuver and those guys used long range abilities.
A very interesting storyline and I am curious to see where this is going. Cevon can't run away forever...
My quest is called Path to the Underworld and it is the first chapter in the Ignum campaign.
Any feedback would be appreciated.
NW-DA4N8EOZD
~Cheers
"The quest for the Book of Ignum"
"I have seen your future. I have seen your end"
- All typos that had been found up to this point have been fixed.
- Added a cellar area between the headquarters and sewers.
- Added invisible walls in front of the captives to keep them from being attacked. These guys are supposed to be brainwashed, not beaten!!!
- Spruced up the tunnels a little bit, added debris and other things. Will add more throughout the week.
- Added a few extra encounters in the tunnel area. Four easy-standard encounters have been added, and two standards stacked in the final hallways.
- Shortened the final hallway, making it easier to get through and eliminated a strange glitching error that caused the landscape to disappear.
- All references to bro's have been eliminated!!!
- Some invisible walls that were in place to keep you from wandering and getting lost had themselves gone wandering and gotten lost. They have been replaced with better listening walls who are paid higher wages to stand there and do nothing.
- Final battle in the tunnels should be a little tougher now, but not too much.
- Changed Lord Alfraed's name back to what it was supposed to be, as he kept wanting to legally change his name to Alfaed throughout the quest.......
- To help preserve the feelings of those dwarven females without beards, all references to the gender of your player have been removed!
Known Issues:
- First cultist encounter needs some tweaking.
- Cellar leading down to cultist hideout is somewhat bare.
- Sewers are very bare.
- Some patrolling routes are not working as intended.
- One special cultist who can apparently see through walls will agro and try to attack you through the wall that separates you from him.
- Music in sewers and headquarters not working correctly. I believe this is a Cryptic bug, but will continue to look into it.
- Unsure as to why, but the path leading you to the quest entrance takes you to an NPC beside the door, again, I think this is a Cryptic bug.
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
A Small Dwarvish Grudge: NW-DUI8A8I7R
The Brink of Disaster: NW-DFDJKW9QF (Still in beta)
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
Bringing Truth to Words
NW-DDE386E52
Reviewed here!
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
I will play your once i end to work to day.
Many thanks!
NW-DB5GERXA3 - "An Artifact from the Depths"
An Artifact from the Depths - NW-DB5GERXA3
My 3d models
All-in-all though, well done, I had a fun time.
You can review mine, if you have time, here: Stronghold by the Sea. Make sure you go in with at least a friend, it was designed for 2+ players. If you go in alone you'll have a bad time.
(Q) Stronghold by the Sea
Anyway as schidoosh told, it would be nice to see some traps in the sewers and in the dungeon too
I don't want to spoiler nothing, so i just say that i liked to explore the dungeon and the npc inside, you can understand
If you have the time, my quest is
NW-DB5GERXA3 - "An Artifact from the Depths"
Many thanks,
keep it up with the next chapters, i will play it!
EDIT: i unpublished my quest some hours ago for some little changes but now it's already online
An Artifact from the Depths - NW-DB5GERXA3
My 3d models
The story is not changing. I will be adding some dialogue options here and there, expand upon some of the ideas that were laid out in the original published version. However, the majority of the quest is getting a MAJOR redesign. A few new paths, new looks, new textures. Again, the character styles, the story, those remain. But expect a big change to the sewers, the tunnels, the abandoned house, everything. The Blacklake portion, while brief, will be more lively, with a few new things thrown in to enhance the story.
Thank you for the initial feedback everyone, and if you want to play it again (or for the first time) get in on it before Friday!
P.S. I will still be reviewing everyone who has played and reviewed my quest in hopes of me reviewing theirs. I will hopefully be caught up through this week. Thanks again!
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013