Hi there, I just finished this quest, a great job, 5 stars well worth it, below are just notes I made. Some maybe silly it’s just things that I noticed noting major
I had hoped for more feedback or pointers notes, etc., from mine you did Sacred Heart, but I’m glad your enjoyed it, that is best part.
Again great job, hope to see more soon.
Liked the start in Moonstone mask
When on Head to the resistance safe house, the trail wanted me to leave PE. I know there silly and buggy, just pointing it out, maybe turn them off for that part. Or head north to the safe house.
At the door it says, enter the V'eddrinnsshar safe house, would the resistance have their name shown like that on the door, and that it’s a safe house. As there are an illegal group and I would think PE guards would put a stop to them if they knew. Loll
I enjoyed the cut screens.
the Illusionary wall, in the veld point guards chat. I would like to see a better word. But it’s ok for simple and understanding for us authors but none authors might not know.
You could have disappeared and a new copy of him, without the quest chat, as I talked to him again of what he said the same. But again that could be there for people who didn’t read what and where to do.
the death fade where the tunnel is, maybe move it back a bit, but then I’m sure it would be back more, if it could. I guess back more would show the wall. Umm.
the overhead map to leave the safe house, but the moor I think about it, I think it’s fine.
The overhead maps, from the doorway why not have a map transmission, but I’m sure there is a good reason behind it. I’m just thinking of simplicity of others.
Ok i can see and liked how to work the overhead map, I just feel that some might port to some other location. And lose their progress. Especially going to Rilyn Xull ani.
Sharolizars astral form was too close, as you zone in on him. Maybe move him back a tad.
When you use the teleported, to face the wrong way, it needs turning little; it’s on the part of rescue the prisoner.
I liked how you added some of the dungeon masters members in the story, but there was a few missing, loll
When on Head to the resistance safe house, the trail wanted me to leave PE. I know there silly and buggy, just pointing it out, maybe turn them off for that part. Or head north to the safe house.
I have no control over the trail. That's all Cryptic.
At the door it says, enter the V'eddrinnsshar safe house, would the resistance have their name shown like that on the door, and that it’s a safe house. As there are an illegal group and I would think PE guards would put a stop to them if they knew. Loll
The drow urchin told you where you were going. I never correlated the interact text with a door to a "door sign", lol. Anyhow, its a safehouse from the Xull'Ani Initiative (bad guy drows), not Neverwinter. Protector's Enclave doesn't mind a resistance group setting up shop in their area if its fighting against their enemies.
the Illusionary wall, in the veld point guards chat. I would like to see a better word. But it’s ok for simple and understanding for us authors but none authors might not know.
Understood, but I think this is just a matter of personal taste, rather then an "issue". :cool:
the death fade where the tunnel is, maybe move it back a bit, but then I’m sure it would be back more, if it could. I guess back more would show the wall. Umm.
the overhead map to leave the safe house, but the moor I think about it, I think it’s fine.
The overhead maps, from the doorway why not have a map transmission, but I’m sure there is a good reason behind it. I’m just thinking of simplicity of others.
Ok i can see and liked how to work the overhead map, I just feel that some might port to some other location. And lose their progress. Especially going to Rilyn Xull ani.
Correct. It is so players can save progress. That's why I use them. Especially if something on a particular map bugs on them.
After the third attempt to play this I feel I have to make some comment.
Cheap and lazy overuse of darkness to try and add suspense where the story is lacking such, and cheap and lazy overuse of stacked encounters to try and add more suspense and a feeling of "epicness" - both fail.
There's some clever stuff going on in there, no doubt about it, but I get the feeling that in order to appear clever by use of these gimmicks you rather miss the point of what a foundry quest is supposed to be - a) capable of being finished without racking up a double-digit death toll and b) fun, this was neither.
For the record I am 100% I said something similar about another of your quests, so it appears you are addicted to these things (darkness and stacked encounters) for some reason.
After the third attempt to play this I feel I have to make some comment.
Cheap and lazy overuse of darkness to try and add suspense where the story is lacking such, and cheap and lazy overuse of stacked encounters to try and add more suspense and a feeling of "epicness" - both fail.
Overuse of darkness? You mean interior black fog? It's the Underdark, is it supposed to be lit up like Christmas? I guess you have little understanding of the races in the Underdark, they all have "darkvision". You think they're gonna light the place up just for you, lol? There was nothing 'cheap' or lazy adding guard encounters and multiple, custom encounters. If I wanted to go cheap and lazy, I would just have all easy encounters.
There's some clever stuff going on in there, no doubt about it, but I get the feeling that in order to appear clever by use of these gimmicks you rather miss the point of what a foundry quest is supposed to be - a) capable of being finished without racking up a double-digit death toll and b) fun, this was neither.
You racked up double digit deaths with all those guards helping you? Wow. I can't magically make someone a better player. In the editor I let all the encounters duke it out by themselves. In the aftermath the guards lose the fight, and only leave 2-3 mobs.
For the record I am 100% I said something similar about another of your quests, so it appears you are addicted to these things (darkness and stacked encounters) for some reason.
All The Best
NW-DT4OV7EXH
Every time they idiot-proof something...they make better idiots.
Overuse of darkness? you mean interior black fog? It's the Underdark, is it supposed to be lit up like Christmas? I guess you have little understanding of the races in the Underdark, they all have "darkvision".
Yes they do, but the player doesn't, and neither do all the player-races; so you need to allow for that when designing a map.
Bottom line. If you didn't like my 1st quest, why bother playing the others? To troll me?
I've played lots of quest I don't like, and I continue to play quest by those authors because as an author there's pretty much always something to learn from playing other foundry quest.
I don't believe in trolling either. And I didn't leave an in-game review because as an author I don't like doing so if my rating would be below 3 stars (it wouldn't have BTW) and/or my comments might be seen by the author as too negative.
I'm gonna play your quest, and see what I'm missing. Maybe your creation can enlightenment. I will give you an honest review, I don't believe in revenge reviews.
I seriously doubt any of my quests are good enough to teach you anything.
The first is probably a 3 star quest, maybe 3.5.
The second is probably a 4 star quest, 4.5 at a push if the player particularly engages with the story-line.
The third is still a Beta-release and needs several sessions of "detail polish" to bring up to a RC standard.
Yes they do, but the player doesn't, and neither do all the player-races; so you need to allow for that when designing a map.
There's only 2 areas that are dark, outside the Widow's Peak , and the Dengarboden area. Everything else is lit. I don't see where you are getting this overuse of darkness idea. My suggestion is to turn up your brightness or adjust your monitor settings.
But you can provide opportunities for different play styles, and different gear-levels.
You added all those guards for a reason - you knew the combat was too hard.
Smart players used the guards to grab the initial aggro. 80% of my encounters were standard or easy. The only places I used hard encounters were for boss fights and areas to collect the side quest items. Combat would be hard if you had no guards. Your problem seems personal.
I'm genuinely sorry if you feel that my comment was an insult, it wasn't.
Like you I believe in honest comments, and I don't believe in revenge reviews.
You have little tact in your text. You call the encounters and environment "cheap and lazy", the story "lacking", and me failing at fun factor. Sorry bud, I'm honest and to the point too, there are degrees of impact that words can be used for. You went straight for the throat, which normally would be fine, if it was warranted, but really? Have you read any of the comments in the reviews or here in this post? You felt that my quest was so bad to go to that extreme?
I've played lots of quest I don't like, and I continue to play quest by those authors because as an author there's pretty much always something to learn from playing other foundry quest.
I don't believe in trolling either. And I didn't leave an in-game review because as an author I don't like doing so if my rating would be below 3 stars (it wouldn't have BTW) and/or my comments might be seen by the author as too negative.
I seriously doubt any of my quests are good enough to teach you anything.
The first is probably a 3 star quest, maybe 3.5.
The second is probably a 4 star quest, 4.5 at a push if the player particularly engages with the story-line.
The third is still a Beta-release and needs several sessions of "detail polish" to bring up to a RC standard.
All The Best
NW-DT4OV7EXH
Every time they idiot-proof something...they make better idiots.
There's only 2 areas that are dark, outside the Widow's Peak , and the Dengarboden area. Everything else is lit. I don't see where you are getting this overuse of darkness idea. My suggestion is to turn up your brightness or adjust your monitor settings.
Should a player be required to alter their brightness settings to play a foundry?
I thought not, so I changed my monitor from 110% Brightness to 100% Brightness so that when making maps I could be reasonably certain that there was enough light.
You have little tact in your text. You call the encounters and environment "cheap and lazy", the story "lacking", and me failing at fun factor. Sorry bud, I'm honest and to the point too, there are degrees of impact that words can be used for. You went straight for the throat, which normally would be fine, if it was warranted, but really?
So who decides if my comments are warranted? Me or you? Because if it is you then you are asking to pre-screen all comments to override the opinions of the player. Is that warranted?
Have you read any of the comments in the reviews or here in this post?
Yes, I have which is why it took me three failed attempts at your quest to come here and say that; without your stellar reputation I would have done so after the 2nd failed attempt.
I gave you my honest, unfiltered review too, Redneckronin style! I hope you appreciate my candid feedback. And yes, after playing your quest, I can only think of you as trolling.
I thought most of your feedback had some merit. Missing Man was my 1st attempt and is very reliant on "stock" environments, and encounters.
But please, don't for one second delude yourself that that wasn't a "revenge review", it quite clearly was, and deep down, you know it.
Should a player be required to alter their brightness settings to play a foundry?
I thought not, so I changed my monitor from 110% Brightness to 100% Brightness so that when making maps I could be reasonably certain that there was enough light.
Not 1 person but you, in 60 reviews mentioned the lighting. Go check your settings.
Smart Authors realise that the player wants to be the centre of the action, not the half-dozen NPCs the Author created just to look clever.
Clever? Who said that was supposed to be clever? There's nothing clever about it, nor was that the aim. I wanted players to feel like they were in a mini-dungeon. You are just projecting now.
Yes, I have which is why it took me three failed attempts at your quest to come here and say that; without your stellar reputation I would have done so after the 2nd failed attempt.
3 failed attempts? Riiiiight! Now look who's trying to be clever. You have to be blind and play with one arm to fail this quest. I added "idiot proof" measures.
Why? Because I don't tell you what you want to hear?
I prefer people to challenge my opinions of me, and my work; the mutterings of "yes men" are of no use to me.
So the foundry community is a bunch of yes men?
Sorry man, but I'd like to think the foundry community is smarter then that. Its full of creative people and ideas. They are not the common rabble just looking to finish their dailies or power level their toons, and basing their feedback on those features.
You must think you're the smartest guy in the room, and we're all morons. Right?
I won't lie to you nyghoma.
I have not left a rating for your quest.
I did see the review which I am assuming you believe to be me, but it isn't me. Given that I made my comments here without the need for subterfuge what makes you think I would stoop to such a thing in-game? If there is one thing I have a reputation for IRL it is for being honest, I've had two bosses say that I am too honest for my own good, but in general I think being honest has paid off for me in the long-run.
I took note of your comments, and for Missing Man agree with some of them.
I've just played through some of your quest again, this time on a level 20 CW (previous attempts have been on 60 TR), and I did play with my settings. The environments are exceptional, shame I have to bump brightness up to 138% of normal to see them.
I did see the review which I am assuming you believe to be me, but it isn't me. Given that I made my comments here without the need for subterfuge what makes you think I would stoop to such a thing in-game? If there is one thing I have a reputation for IRL it is for being honest, I've had two bosses say that I am too honest for my own good, but in general I think being honest has paid off for me in the long-run.
I took note of your comments, and for Missing Man agree with some of them.
I've just played through some of your quest again, this time on a level 20 CW (previous attempts have been on 60 TR), and I did play with my settings. The environments are exceptional, shame I have to bump brightness up to 138% of normal to see them.
All The Best
Well if I am confusing you with the one guy who left the 2 star comment, complaining about the same exact issues, I deeply apologize. If you are trying to be cute with an alt account, shame on you.
Either way it saddens me that this thread has turned into a boxing match. Anyhow I felt like you trolled this thread and I took the bait, in order to derail a civil exchange here. People gave me feedback on things that could have been changed, but they didnt slap me in the face at the same time.
NW-DT4OV7EXH
Every time they idiot-proof something...they make better idiots.
Played this quest, and it is really quite good. You're very skilled at using the Foundry tool, I was going to say map-making but really the whole quest has a level of polish rarely seen, in a number of aspects. Definitely some great maps, loved the scene down by the water, looks great! Also think your use of cut-scenes is top-notch and something I am working on for my next one. Hopefully I learned something here.
The story was also good, if perhaps a step below the map and encounter design. I just felt like there's something missing, but I can't quite put my finger on what that is. Certainly there are a lot of lengthy names thrown at the player early on, and it's tough to keep track of who is who and exactly what is going on. I did enjoy the side quest, and completed it up until the final step, which I guess I missed somewhere.
Encounters, I felt were fine up until the final battle, which is just extremely difficult (Level 60 CW). There's nothing wrong with that, and it did get a little frustrating, but I got through it and had no problem with the "helpers" earlier in the quest. In fact, I was wondering where they were at the end when I needed them the most!
Typos / Minor Issues:
- Early on, a line says "What's the details", when I think it should be "what are the details".
- Conclave Scene - "Facinating. When can I leave?" (fascinating)
- I'm am not truly dead though. (I am)
- Twice, we have to travel to a new map, 1st is Widow's Breach and 2nd Rilyn-Xull, took us back to the Overmap which I'm not sure is really necessary. Would probably flow better going straight to the next map.
The final portal out of the quest has the dreaded "Interact" / "Enter Neverwinter" dual interaction. I'm not 100% sure, but I think clicking Interact would prevent a player from exiting. Had this happen in my quest, and the only way I could fix it was simply to remove the portal or door, then put a new one back in the same place (it became "interactable" at some point which causes this issue.)
All in all, it's difficult, but extremely well-crafted. Definitely worth a play.
The story was also good, if perhaps a step below the map and encounter design. I just felt like there's something missing, but I can't quite put my finger on what that is. Certainly there are a lot of lengthy names thrown at the player early on, and it's tough to keep track of who is who and exactly what is going on. I did enjoy the side quest, and completed it up until the final step, which I guess I missed somewhere.
Yea, I know what you're talking about. The story was kinda rushed in the end. This quest took me nearly 2 months to put together and dialog was the last in order, lol. I may have to add a bit more. But also remember, the alt ending is in the works. This add-on will resolve quite a bit of the story.
Encounters, I felt were fine up until the final battle, which is just extremely difficult (Level 60 CW). There's nothing wrong with that, and it did get a little frustrating, but I got through it and had no problem with the "helpers" earlier in the quest. In fact, I was wondering where they were at the end when I needed them the most!
The boss fight is definitely up for tweaking. So far I have been getting mix review on that front. I'll take another look at it. But just to let you know. You basically have a easy, standard and hard guard group fighting with you on the last wave. If you finished the side quest and interacted with Bory in the temple, you get an additional standard group. All these mobs refresh for the last wave. A tip to the last fight is to support you guards, and kill whats attacking them first. In addition ***SPOILERS*** Kill the Incarnation of Filth asap. Its the only solo mob in the quest and she does some wicked aoes, that can potentially wipe out your guards if she's left alive too long.
I wanted the boss fight to be fairly challenging, but not frustrating to finish. So again I'll look into it.
- Early on, a line says "What's the details", when I think it should be "what are the details".
- Conclave Scene - "Facinating. When can I leave?" (fascinating)
- I'm am not truly dead though. (I am)
- Twice, we have to travel to a new map, 1st is Widow's Breach and 2nd Rilyn-Xull, took us back to the Overmap which I'm not sure is really necessary. Would probably flow better going straight to the next map.
The final portal out of the quest has the dreaded "Interact" / "Enter Neverwinter" dual interaction. I'm not 100% sure, but I think clicking Interact would prevent a player from exiting. Had this happen in my quest, and the only way I could fix it was simply to remove the portal or door, then put a new one back in the same place (it became "interactable" at some point which causes this issue.)
All in all, it's difficult, but extremely well-crafted. Definitely worth a play.
Thanks for flagging the typos for me. And I'm glad you enjoyed the quest!
NW-DT4OV7EXH
Every time they idiot-proof something...they make better idiots.
Yea, I know what you're talking about. The story was kinda rushed in the end. This quest took me nearly 2 months to put together and dialog was the last in order, lol. I may have to add a bit more. But also remember, the alt ending is in the works. This add-on will resolve quite a bit of the story.
It's definitely clear that a lot of work went into this quest. It's well written, but if I try to zero in on exactly what I would suggest as far as improvements go, I'd say work on getting the player engaged in the story more, early on. And yeah, the ending could use a little tweaking, story-wise. It's not bad though. Just a work in progress (like all our quests, lol).
The boss fight is definitely up for tweaking. So far I have been getting mix review on that front. I'll take another look at it. But just to let you know. You basically have a easy, standard and hard guard group fighting with you on the last wave. If you finished the side quest and interacted with Bory in the temple, you get an additional standard group. All these mobs refresh for the last wave. A tip to the last fight is to support you guards, and kill whats attacking them first. In addition ***SPOILERS*** Kill the Incarnation of Filth asap. Its the only solo mob in the quest and she does some wicked aoes, that can potentially wipe out your guards if she's left alive too long.
I wanted the boss fight to be fairly challenging, but not frustrating to finish. So again I'll look into it.
I know it's hard to find that balance. As you said, you want it to be challenging, but not too difficult. Which is tough enough to do, without even getting into the scaling issue. I was getting torn apart and had to retreat back into the "tunnel" in order to finish it. Tough to tweak but it's close, definitely feels like a boss battle which is what you want.
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Everything about that quest pulled on my drow heart strings. Seriously, loved it!
I'm glad you liked it! I'm a huge drow fan since I was a teenie-bopper, so I feel ya! It's encouraging to see drow fans giving me good feedback. I was worried about the pitchforks, lol.
Honestly I'm happy I've done my 1st review trade with this quest, I felt out of touch with some of the authors. The trades really showed me some talent. So many good authors in this thread its mind boggling.
NW-DT4OV7EXH
Every time they idiot-proof something...they make better idiots.
Wow! I was really impressed by this quest. I played through it with a 15 guardian and found the combat perfect for that level. I did the main story as well as nearly all of the side quest (I did not see where to baptize the astral diamond). Though it was a little on the long side, it held my attention the whole way through. I would offer constructive criticism, but I am not sure I have any. It was one of the best player designed adventures I have played thus far. Your environments were really superb, and your attention to detail borders on the fanatical. I especially liked the water on the roof of the Illithid chamber. That was a really creative touch. And the Mimic, too!
Soo... considering everything was great, I guess the only thing I have to offer you are a few minor typo corrections, if you feel like fixing them.
1) Commander Szoruque's first dialogue:
“He is adorned by landscape of scars…”
Should be a landscape
2) During the "Catch Your Breath" dialogue
“Finally your party and your have reached your destination.”
Should be you and your party
3) In the Temple of Lloth, in the Confront Vertoz the Shade Caller dialogue
“Some time a part from these melancholy mortuaries…”
Should be Some time apart
But this is nitpicking of course. Well done! I look forward to playing anything else you create.
Wow! I was really impressed by this quest. I played through it with a 15 guardian and found the combat perfect for that level. I did the main story as well as nearly all of the side quest (I did not see where to baptize the astral diamond). Though it was a little on the long side, it held my attention the whole way through. I would offer constructive criticism, but I am not sure I have any. It was one of the best player designed adventures I have played thus far. Your environments were really superb, and your attention to detail borders on the fanatical. I especially liked the water on the roof of the Illithid chamber. That was a really creative touch. And the Mimic, too!
Soo... considering everything was great, I guess the only thing I have to offer you are a few minor typo corrections, if you feel like fixing them.
1) Commander Szoruque's first dialogue:
“He is adorned by landscape of scars…”
Should be a landscape
2) During the "Catch Your Breath" dialogue
“Finally your party and your have reached your destination.”
Should be you and your party
3) In the Temple of Lloth, in the Confront Vertoz the Shade Caller dialogue
“Some time a part from these melancholy mortuaries…”
Should be Some time apart
But this is nitpicking of course. Well done! I look forward to playing anything else you create.
Thank for the awesome review. I just fixed all the typos you mention. New publish should be up shortly.
NW-DT4OV7EXH
Every time they idiot-proof something...they make better idiots.
Not sure whether it was down to whatever changes you have mode, me playing through on a much lower level character than I had previously (Level 13/14 DC), or a combination of both (I suspect the latter).
To start with, I liked the story, and I thought the environments were brilliantly done in terms of attention to detail, setting the mood, etc. I still think in general that some areas are just too dark (I have taken sample screenshots of my toon in PE, in a normal interior, and in some of your interiors to show the contrast and what I mean - once I get them uploaded I send you a link to them via PM).
I can't recall if it was in this thread, or in a PM, that you mentioned you used the NPCs and "stacked" mobs because you wanted the player to feel like he/she was in a real "dungeon" experience with a party. I'm sorry to say that as much as I enjoyed playing this (and I genuinely did enjoy wandering through such brilliantly crafted environments) that's not how it felt to me. It felt more like the player was a bit-part actor in a movie. The NPC's were the (if you like) "A Team" and I was just along for the ride.
When the NPCs are managing to path properly and keep up they often dive in to combat long before I have even seen the enemy (too dark to see) and it is often over before I have had chance to do anything at all. At times the sheer number of NPCs and Mods in such small areas makes it almost impossible to accurately target anything (which has to be considered a negative in an Action MMO) at all and I was forced to rely on what few AOE skills I had to have any input at all. When they don't path properly I am forced to kite (read run for my life) until I do find them again because almost none of the set piece encounters are truly capable of being soloed.
The NPC's also make it difficult to interact with some things, they try to get so close (not something in your control I know, but something that must be considered when designing such encounters) that they push you off the interaction.
Finally, on the last fight, I didn't even see the final boss, the NPCs swamped her, and left me to hold the fort with the masses of mobs, they killed her then returned to mop up just in time to save my bacon. Another way in which the player feels incidental to the events unfolding around him/her.
IMO the player should be the prime mechanism by which the story evolves, and NPCs should be there solely to enable that.
Here it feels like the NPCs are the prime mechanism by which the story evolves, and the player is there solely to enable that.
It honestly feels more like you wanted to tell a story via film medium, rather that tell an interactive story via a MMORPG medium. Most of the time it felt like I was only there to trigger the next interactable / dialogue so the story and, most importantly, the super-stars, could progress.
Its a shame, because for me it turned what should be (if the player were the centre-piece of the story) a solid 5 Star quest in to a 4 Star quest.
Sorry to disappoint you Red. I can't please everybody. Some folks will think the combat is too hard, some will thin it's too easy and breeze through it. Class and player skill have a lot to do with the outcome and overall difficulty.
As far as the story goes, feeling like a bit part was intentional. It's actually a main plot device in the story, if you read between the lines. It was meant to be subtle, but it may be too subtle considering the alt ending isn't finished. Without spoiling it for the rest of the folks who haven't done the quest yet, I'll pm you.
The dark environments are just my style of art. Not everyone's going to like it. Some folks like brightly lit dungeons that are clean and empty, some folks like dark dungeons that are dirty.
NW-DT4OV7EXH
Every time they idiot-proof something...they make better idiots.
Sorry to disappoint you Red. I can't please everybody.
Well, firstly you certainly shouldn't be trying to please everybody. That way lies a long downward path to the lowest common denominator.
The only disappointment I had was not being able to like it even more.
Its a brilliantly put together story, and the maps are stunning.
The effort you must have put in almost demands a 5 star rating, and I feel somewhat guilty about not being able to give one and remain honest to myself.
Well, firstly you certainly shouldn't be trying to please everybody. That way lies a long downward path to the lowest common denominator.
The only disappointment I had was not being able to like it even more.
Its a brilliantly put together story, and the maps are stunning.
The effort you must have put in almost demands a 5 star rating, and I feel somewhat guilty about not being able to give one and remain honest to myself.
All The Best
I just want to publicly apologize to Red. I might have flew off the handle a bit. I haven't been in a good mood since dealing with PWE customer service and a troll 1 star bombing me 7 times on the 1st day I published.
I'm gonna make some edits.
NW-DT4OV7EXH
Every time they idiot-proof something...they make better idiots.
Comments
Every time they idiot-proof something...they make better idiots.
Reviewed and tipped - I also sent you a PM with some feedback!
Chef's Challenge, ID: NW-DGTKIBVF3
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Ogre: For the win!, ID: NW-DR5O3PD63
Cults and Culture, ID: NW-DCLSFYSQ2
I had hoped for more feedback or pointers notes, etc., from mine you did Sacred Heart, but I’m glad your enjoyed it, that is best part.
Again great job, hope to see more soon.
Liked the start in Moonstone mask
When on Head to the resistance safe house, the trail wanted me to leave PE. I know there silly and buggy, just pointing it out, maybe turn them off for that part. Or head north to the safe house.
At the door it says, enter the V'eddrinnsshar safe house, would the resistance have their name shown like that on the door, and that it’s a safe house. As there are an illegal group and I would think PE guards would put a stop to them if they knew. Loll
I enjoyed the cut screens.
the Illusionary wall, in the veld point guards chat. I would like to see a better word. But it’s ok for simple and understanding for us authors but none authors might not know.
You could have disappeared and a new copy of him, without the quest chat, as I talked to him again of what he said the same. But again that could be there for people who didn’t read what and where to do.
the death fade where the tunnel is, maybe move it back a bit, but then I’m sure it would be back more, if it could. I guess back more would show the wall. Umm.
the overhead map to leave the safe house, but the moor I think about it, I think it’s fine.
The overhead maps, from the doorway why not have a map transmission, but I’m sure there is a good reason behind it. I’m just thinking of simplicity of others.
Ok i can see and liked how to work the overhead map, I just feel that some might port to some other location. And lose their progress. Especially going to Rilyn Xull ani.
Sharolizars astral form was too close, as you zone in on him. Maybe move him back a tad.
When you use the teleported, to face the wrong way, it needs turning little; it’s on the part of rescue the prisoner.
I liked how you added some of the dungeon masters members in the story, but there was a few missing, loll
And Sacred Heart Short Code: NW-DECMTQMEA
A video Review from visigoth18 you can watch it HERE Of Pt1: The Wishing Ceremony.
Pt1: The Wishing Ceremony is eligible for the Daily Foundry, Avg 27 mins.
-=-
Sacred Heart is eligible for the Daily Foundry, Avg 16mins.
I have no control over the trail. That's all Cryptic.
The drow urchin told you where you were going. I never correlated the interact text with a door to a "door sign", lol. Anyhow, its a safehouse from the Xull'Ani Initiative (bad guy drows), not Neverwinter. Protector's Enclave doesn't mind a resistance group setting up shop in their area if its fighting against their enemies.
Understood, but I think this is just a matter of personal taste, rather then an "issue". :cool:
Yeap, it would reveal the back wall.
Correct. It is so players can save progress. That's why I use them. Especially if something on a particular map bugs on them.
I can change that.:D
I can spend hours on that tp facing. Cryptic just needs to fix their bugged equipment.
I limited it to the guild founders. Too many members to add otherwise.
But all in all thanks for all the good feedback. It made me think of some other stuff to hash out.:o
Every time they idiot-proof something...they make better idiots.
Thanks man. I replied to your pm too!:D
Every time they idiot-proof something...they make better idiots.
Cheap and lazy overuse of darkness to try and add suspense where the story is lacking such, and cheap and lazy overuse of stacked encounters to try and add more suspense and a feeling of "epicness" - both fail.
There's some clever stuff going on in there, no doubt about it, but I get the feeling that in order to appear clever by use of these gimmicks you rather miss the point of what a foundry quest is supposed to be - a) capable of being finished without racking up a double-digit death toll and b) fun, this was neither.
For the record I am 100% I said something similar about another of your quests, so it appears you are addicted to these things (darkness and stacked encounters) for some reason.
All The Best
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Overuse of darkness? You mean interior black fog? It's the Underdark, is it supposed to be lit up like Christmas? I guess you have little understanding of the races in the Underdark, they all have "darkvision". You think they're gonna light the place up just for you, lol? There was nothing 'cheap' or lazy adding guard encounters and multiple, custom encounters. If I wanted to go cheap and lazy, I would just have all easy encounters.
You racked up double digit deaths with all those guards helping you? Wow. I can't magically make someone a better player. In the editor I let all the encounters duke it out by themselves. In the aftermath the guards lose the fight, and only leave 2-3 mobs.
Every time they idiot-proof something...they make better idiots.
Yes they do, but the player doesn't, and neither do all the player-races; so you need to allow for that when designing a map.
No you can't.
But you can provide opportunities for different play styles, and different gear-levels.
You added all those guards for a reason - you knew the combat was too hard.
I'm genuinely sorry if you feel that my comment was an insult, it wasn't.
Like you I believe in honest comments, and I don't believe in revenge reviews.
I've played lots of quest I don't like, and I continue to play quest by those authors because as an author there's pretty much always something to learn from playing other foundry quest.
I don't believe in trolling either. And I didn't leave an in-game review because as an author I don't like doing so if my rating would be below 3 stars (it wouldn't have BTW) and/or my comments might be seen by the author as too negative.
I seriously doubt any of my quests are good enough to teach you anything.
The first is probably a 3 star quest, maybe 3.5.
The second is probably a 4 star quest, 4.5 at a push if the player particularly engages with the story-line.
The third is still a Beta-release and needs several sessions of "detail polish" to bring up to a RC standard.
All The Best
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There's only 2 areas that are dark, outside the Widow's Peak , and the Dengarboden area. Everything else is lit. I don't see where you are getting this overuse of darkness idea. My suggestion is to turn up your brightness or adjust your monitor settings.
Smart players used the guards to grab the initial aggro. 80% of my encounters were standard or easy. The only places I used hard encounters were for boss fights and areas to collect the side quest items. Combat would be hard if you had no guards. Your problem seems personal.
You have little tact in your text. You call the encounters and environment "cheap and lazy", the story "lacking", and me failing at fun factor. Sorry bud, I'm honest and to the point too, there are degrees of impact that words can be used for. You went straight for the throat, which normally would be fine, if it was warranted, but really? Have you read any of the comments in the reviews or here in this post? You felt that my quest was so bad to go to that extreme?
Every time they idiot-proof something...they make better idiots.
Should a player be required to alter their brightness settings to play a foundry?
I thought not, so I changed my monitor from 110% Brightness to 100% Brightness so that when making maps I could be reasonably certain that there was enough light.
Smart Authors realise that the player wants to be the centre of the action, not the half-dozen NPCs the Author created just to look clever.
So who decides if my comments are warranted? Me or you? Because if it is you then you are asking to pre-screen all comments to override the opinions of the player. Is that warranted?
Yes, I have which is why it took me three failed attempts at your quest to come here and say that; without your stellar reputation I would have done so after the 2nd failed attempt.
Why? Because I don't tell you what you want to hear?
I prefer people to challenge my opinions of me, and my work; the mutterings of "yes men" are of no use to me.
I thought most of your feedback had some merit. Missing Man was my 1st attempt and is very reliant on "stock" environments, and encounters.
But please, don't for one second delude yourself that that wasn't a "revenge review", it quite clearly was, and deep down, you know it.
All The Best
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Mmmmm, I haven't rated the quest yet, I've not managed to finish it, so I can't.
All The Best
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Clever? Who said that was supposed to be clever? There's nothing clever about it, nor was that the aim. I wanted players to feel like they were in a mini-dungeon. You are just projecting now.
3 failed attempts? Riiiiight! Now look who's trying to be clever. You have to be blind and play with one arm to fail this quest. I added "idiot proof" measures.
So the foundry community is a bunch of yes men?
Sorry man, but I'd like to think the foundry community is smarter then that. Its full of creative people and ideas. They are not the common rabble just looking to finish their dailies or power level their toons, and basing their feedback on those features.
All The Best
"All the best".
Every time they idiot-proof something...they make better idiots.
I won't lie to you nyghoma.
I have not left a rating for your quest.
I did see the review which I am assuming you believe to be me, but it isn't me. Given that I made my comments here without the need for subterfuge what makes you think I would stoop to such a thing in-game? If there is one thing I have a reputation for IRL it is for being honest, I've had two bosses say that I am too honest for my own good, but in general I think being honest has paid off for me in the long-run.
I took note of your comments, and for Missing Man agree with some of them.
I've just played through some of your quest again, this time on a level 20 CW (previous attempts have been on 60 TR), and I did play with my settings. The environments are exceptional, shame I have to bump brightness up to 138% of normal to see them.
All The Best
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Well if I am confusing you with the one guy who left the 2 star comment, complaining about the same exact issues, I deeply apologize. If you are trying to be cute with an alt account, shame on you.
Either way it saddens me that this thread has turned into a boxing match. Anyhow I felt like you trolled this thread and I took the bait, in order to derail a civil exchange here. People gave me feedback on things that could have been changed, but they didnt slap me in the face at the same time.
Every time they idiot-proof something...they make better idiots.
The story was also good, if perhaps a step below the map and encounter design. I just felt like there's something missing, but I can't quite put my finger on what that is. Certainly there are a lot of lengthy names thrown at the player early on, and it's tough to keep track of who is who and exactly what is going on. I did enjoy the side quest, and completed it up until the final step, which I guess I missed somewhere.
Encounters, I felt were fine up until the final battle, which is just extremely difficult (Level 60 CW). There's nothing wrong with that, and it did get a little frustrating, but I got through it and had no problem with the "helpers" earlier in the quest. In fact, I was wondering where they were at the end when I needed them the most!
Typos / Minor Issues:
- Early on, a line says "What's the details", when I think it should be "what are the details".
- Conclave Scene - "Facinating. When can I leave?" (fascinating)
- I'm am not truly dead though. (I am)
- Twice, we have to travel to a new map, 1st is Widow's Breach and 2nd Rilyn-Xull, took us back to the Overmap which I'm not sure is really necessary. Would probably flow better going straight to the next map.
The final portal out of the quest has the dreaded "Interact" / "Enter Neverwinter" dual interaction. I'm not 100% sure, but I think clicking Interact would prevent a player from exiting. Had this happen in my quest, and the only way I could fix it was simply to remove the portal or door, then put a new one back in the same place (it became "interactable" at some point which causes this issue.)
All in all, it's difficult, but extremely well-crafted. Definitely worth a play.
Code: NW-DJ5BFT52F
Author: @oortexplorer
Now eligible for Daily Foundry!
Yea, I know what you're talking about. The story was kinda rushed in the end. This quest took me nearly 2 months to put together and dialog was the last in order, lol. I may have to add a bit more. But also remember, the alt ending is in the works. This add-on will resolve quite a bit of the story.
The boss fight is definitely up for tweaking. So far I have been getting mix review on that front. I'll take another look at it. But just to let you know. You basically have a easy, standard and hard guard group fighting with you on the last wave. If you finished the side quest and interacted with Bory in the temple, you get an additional standard group. All these mobs refresh for the last wave. A tip to the last fight is to support you guards, and kill whats attacking them first. In addition ***SPOILERS*** Kill the Incarnation of Filth asap. Its the only solo mob in the quest and she does some wicked aoes, that can potentially wipe out your guards if she's left alive too long.
I wanted the boss fight to be fairly challenging, but not frustrating to finish. So again I'll look into it.
Thanks for flagging the typos for me. And I'm glad you enjoyed the quest!
Every time they idiot-proof something...they make better idiots.
Every time they idiot-proof something...they make better idiots.
It's definitely clear that a lot of work went into this quest. It's well written, but if I try to zero in on exactly what I would suggest as far as improvements go, I'd say work on getting the player engaged in the story more, early on. And yeah, the ending could use a little tweaking, story-wise. It's not bad though. Just a work in progress (like all our quests, lol).
I know it's hard to find that balance. As you said, you want it to be challenging, but not too difficult. Which is tough enough to do, without even getting into the scaling issue. I was getting torn apart and had to retreat back into the "tunnel" in order to finish it. Tough to tweak but it's close, definitely feels like a boss battle which is what you want.
Code: NW-DJ5BFT52F
Author: @oortexplorer
Now eligible for Daily Foundry!
Every time they idiot-proof something...they make better idiots.
I found a thread that you might like Nyghoma:http://nw-forum.perfectworld.com/showthread.php?401961-What-Foundry-are-you-playing-at-the-moment
Keep up the good work ;-)
NW-DIG3FBD2Q - Part 1 - Initial Attack - (Eligible for daily) Click here to see Video review by @Visigoth18
NW-DNG6BTL9C - Part 2 - Retaliation - (Now daily eligible - thanks for the support everyone)
Every time they idiot-proof something...they make better idiots.
I'm glad you liked it! I'm a huge drow fan since I was a teenie-bopper, so I feel ya! It's encouraging to see drow fans giving me good feedback. I was worried about the pitchforks, lol.
Honestly I'm happy I've done my 1st review trade with this quest, I felt out of touch with some of the authors. The trades really showed me some talent. So many good authors in this thread its mind boggling.
Every time they idiot-proof something...they make better idiots.
Soo... considering everything was great, I guess the only thing I have to offer you are a few minor typo corrections, if you feel like fixing them.
1) Commander Szoruque's first dialogue:
“He is adorned by landscape of scars…”
Should be a landscape
2) During the "Catch Your Breath" dialogue
“Finally your party and your have reached your destination.”
Should be you and your party
3) In the Temple of Lloth, in the Confront Vertoz the Shade Caller dialogue
“Some time a part from these melancholy mortuaries…”
Should be Some time apart
But this is nitpicking of course. Well done! I look forward to playing anything else you create.
Thank for the awesome review. I just fixed all the typos you mention. New publish should be up shortly.
Every time they idiot-proof something...they make better idiots.
Not sure whether it was down to whatever changes you have mode, me playing through on a much lower level character than I had previously (Level 13/14 DC), or a combination of both (I suspect the latter).
To start with, I liked the story, and I thought the environments were brilliantly done in terms of attention to detail, setting the mood, etc. I still think in general that some areas are just too dark (I have taken sample screenshots of my toon in PE, in a normal interior, and in some of your interiors to show the contrast and what I mean - once I get them uploaded I send you a link to them via PM).
I can't recall if it was in this thread, or in a PM, that you mentioned you used the NPCs and "stacked" mobs because you wanted the player to feel like he/she was in a real "dungeon" experience with a party. I'm sorry to say that as much as I enjoyed playing this (and I genuinely did enjoy wandering through such brilliantly crafted environments) that's not how it felt to me. It felt more like the player was a bit-part actor in a movie. The NPC's were the (if you like) "A Team" and I was just along for the ride.
When the NPCs are managing to path properly and keep up they often dive in to combat long before I have even seen the enemy (too dark to see) and it is often over before I have had chance to do anything at all. At times the sheer number of NPCs and Mods in such small areas makes it almost impossible to accurately target anything (which has to be considered a negative in an Action MMO) at all and I was forced to rely on what few AOE skills I had to have any input at all. When they don't path properly I am forced to kite (read run for my life) until I do find them again because almost none of the set piece encounters are truly capable of being soloed.
The NPC's also make it difficult to interact with some things, they try to get so close (not something in your control I know, but something that must be considered when designing such encounters) that they push you off the interaction.
Finally, on the last fight, I didn't even see the final boss, the NPCs swamped her, and left me to hold the fort with the masses of mobs, they killed her then returned to mop up just in time to save my bacon. Another way in which the player feels incidental to the events unfolding around him/her.
IMO the player should be the prime mechanism by which the story evolves, and NPCs should be there solely to enable that.
Here it feels like the NPCs are the prime mechanism by which the story evolves, and the player is there solely to enable that.
It honestly feels more like you wanted to tell a story via film medium, rather that tell an interactive story via a MMORPG medium. Most of the time it felt like I was only there to trigger the next interactable / dialogue so the story and, most importantly, the super-stars, could progress.
Its a shame, because for me it turned what should be (if the player were the centre-piece of the story) a solid 5 Star quest in to a 4 Star quest.
All The Best
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As far as the story goes, feeling like a bit part was intentional. It's actually a main plot device in the story, if you read between the lines. It was meant to be subtle, but it may be too subtle considering the alt ending isn't finished. Without spoiling it for the rest of the folks who haven't done the quest yet, I'll pm you.
The dark environments are just my style of art. Not everyone's going to like it. Some folks like brightly lit dungeons that are clean and empty, some folks like dark dungeons that are dirty.
Every time they idiot-proof something...they make better idiots.
Well, firstly you certainly shouldn't be trying to please everybody. That way lies a long downward path to the lowest common denominator.
The only disappointment I had was not being able to like it even more.
Its a brilliantly put together story, and the maps are stunning.
The effort you must have put in almost demands a 5 star rating, and I feel somewhat guilty about not being able to give one and remain honest to myself.
All The Best
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I just want to publicly apologize to Red. I might have flew off the handle a bit. I haven't been in a good mood since dealing with PWE customer service and a troll 1 star bombing me 7 times on the 1st day I published.
I'm gonna make some edits.
Every time they idiot-proof something...they make better idiots.