I'm currently working on a template to have a copy of all my maps and costumes that I'm planning to include in my campaign and I'm keeping a copy published live so that I can run it and a few others I can get to run it can give me tips and updates on the basic world-building I'm setting up for my campaign. My question is that if I decide to leave it in a published form, should I give players access to the reward chest for exploring the maps even if there is no quest-line to follow for the most part or should I leave it hidden/unreachable?
Reward people by seeing cool stuff or learning interesting things about the story.
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
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azahronMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 2Arc User
edited June 2013
If you decide not to give them a reward I hope you will at least mention it in your description.
On topic, I voted yes, it is their time that they've spent exploring your maps, and it costs you nothing whatsoever to leave the reward as it is.
There should *always* be a reward for exploration, even if it isn't in the form of loot. Putting easter eggs on your map are perfect for this. Is there a really obscure nook in a mountainside? Put a special object there that has a special interaction or something. Just something to show the player that you appreciate their level of immersion in your world.
I'm one of these players. Every apparent nook and cranny I see I'm going to investigate with the hopes of finding dumb little things hidden away.
Do it. The player feels that their time explored isn't wasted, and it gives them a sense of accomplishment. They found a "secret."
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morbicMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
Yeah, I plan to have some items here and there for explorers to find. Even wanted to have a full graveyard of readable headstones with flavor text, but it seems only the large/dramatic gravestones can be used that way. I was more concerned about whether I should leave the completion chest available or hide it in a room separated from everything else. Might allow access since I don't care about the reviews too much for this specific quest and it would make feedback easier to leave for anybody that manages to find something wrong.
The end loot chest is buggy at best. I just hate it populating itself on multi-part quests.
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orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
edited June 2013
Am I right that you are asking if you should let people finish the quest? You do know getting the reward is an objective right? If you leave the reward unreachable, you will not get a single review or rating because the quest could not be completed.
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
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morbicMember, Neverwinter Beta UsersPosts: 0Arc User
Am I right that you are asking if you should let people finish the quest? You do know getting the reward is an objective right? If you leave the reward unreachable, you will not get a single review or rating because the quest could not be completed.
I know, but this isn't my main campaign, it is just a published version of the base maps I am using to duplicate as a starting point for my campaign quests before the finishing touches/dialogue are added to individualize the quests from each other. So it is mainly for explorers to look around in without the combat and possibly with some hidden non-story items that players will be able to find which may or may not be part of the quest at a given point in time.
Comments
Reward people by seeing cool stuff or learning interesting things about the story.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
On topic, I voted yes, it is their time that they've spent exploring your maps, and it costs you nothing whatsoever to leave the reward as it is.
I'm one of these players. Every apparent nook and cranny I see I'm going to investigate with the hopes of finding dumb little things hidden away.
Do it. The player feels that their time explored isn't wasted, and it gives them a sense of accomplishment. They found a "secret."
Foundry Content:Guide - Custom Channels and List (NW-DHBU9OTOS)
Asset upgrading poll.
I know, but this isn't my main campaign, it is just a published version of the base maps I am using to duplicate as a starting point for my campaign quests before the finishing touches/dialogue are added to individualize the quests from each other. So it is mainly for explorers to look around in without the combat and possibly with some hidden non-story items that players will be able to find which may or may not be part of the quest at a given point in time.
Foundry Content:Guide - Custom Channels and List (NW-DHBU9OTOS)
Asset upgrading poll.