I have done modding for NWN and NWN2, not my own adventures but I did quests and characters (mostly for PW projects). I admit it, I am a sucker for creating flavour quests.
But the more I get into the Foundry the more I get the impression that side/flavour quests are for die-hard RPGers only and tempting the patience of every other player because only combat is rewarded and there are no XP for solving riddles or making your neighbourhood NPCs live easier.
Is there really only a single chest at the end of the whole adventure and is at least taken into account how much time it actually took the player to finish it when its auto-filled?
In case you find my grammar or spelling weird ---> native german speaker
Post edited by thestoryteller01 on
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
edited May 2013
No xp is granted for anything other than killing stuff and finishing the main plot of a quest. Quest xp is granted based on time in quest, sidequests do no grant xp other than any killing involved and any longer they make the player to take the quest. You have no control over how xp is awarded other than by spacing the killing out so the player isn't killing to fast and running into the xp nerf for doing so.
There really is only a single chest at the end of quest. How it's autofilled is a mystery. You can not give any treasure that has any game purpose, only plot mcguffin type items.
/ Thank you for your desert npcs for nwn2, your work is credited in the end movie of my campaign that uses them.
Thank you for your desert npcs for nwn2, your work is credited in the end movie of my campaign that uses them.
Hey, thanks for remembering my ooooold stuff ^^. You must be the author of the "Path of Evil" campaign then, right?
And thanks of course for the fast answer. Seems if I want to make players happy, I'll indeed have to take a different approach then in SP game modding....
In case you find my grammar or spelling weird ---> native german speaker
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kurre2Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited May 2013
I love choices and side-quests alike. Adding more options then the straight forward way to the chest always makes a better adventure in my book.
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
Hey, thanks for remembering my ooooold stuff ^^. You must be the author of the "Path of Evil" campaign then, right?
And thanks of course for the fast answer. Seems if I want to make players happy, I'll indeed have to take a different approach then in SP game modding....
That and the Crimmor campaign, released past month. NWO is "give my brain something mindless" after scripting the ai for a city many times the size of Neverwinter, where the entire ten hour campaign can be completed without killing anything.
Comments
There really is only a single chest at the end of quest. How it's autofilled is a mystery. You can not give any treasure that has any game purpose, only plot mcguffin type items.
/ Thank you for your desert npcs for nwn2, your work is credited in the end movie of my campaign that uses them.
Depending on the quest, they will always have a puzzle to deal with. It is dnd, not whackamole.
And thanks of course for the fast answer. Seems if I want to make players happy, I'll indeed have to take a different approach then in SP game modding....
Unfortunately I think that most of the puzzles and RP type quests that go up in the foundry won't be popular with the masses.