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Need reviews and feedback: Answer The Raven's Call

trishanitrishani Member Posts: 41
edited August 2013 in The Foundry
Greetings fellow Authors,

Foundry Mission: NW-DJCDSG3R9

I'm looking for feedback @ beta testing on this foundry mission and the beginning of hopefully an entertaining "shamanistic" campaign.


Synopsis:

Always be wary when spirits get involved in the lives of mortals. Things aren't always what they seem.

You are traveling in the woods and meet up with another set of friendly adventurer's and make camp for the evening. You are ambushed during the night and one of your is party bitten by werewolves. You seek help, and a local shaman sends you on a spirit quest to be challenged and blessed by the spirits with the strength to defeat the clan of local werewolves.

It's a pretty straight forward 3 Act storyline with mostly small encounters and some minor morality "tests". Reports on difficulty while soloing are varied. Made some adjustments to help squishier classes. Quest is duo or group friendly.

Suggestions and criticism very welcome and I would be happy to review your missions in return. Thank you for your time!

EDIT: Version 1.3 is out! Let me know what you think.

screenshot_2013-07-25-18-25-51.jpg
screenshot_2013-07-25-18-31-47.jpg
screenshot_2013-07-25-18-37-07.jpg
screenshot_2013-07-25-19-07-33.jpg
Post edited by trishani on

Comments

  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited July 2013
    I'll give this a play, though to get the best feedback I would suggest review trading :) That is always a good start.
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • trishanitrishani Member Posts: 41
    edited July 2013
    Thanks for the suggestion!

    I put about 3000 details into the mission, certainly there is probably some issues here and there. Would love extra sets of eyes to beta test, especially the outdoor caves and rooms which were not pre-fab.

    I know there are a lot of authors out there asking the same. Definitely willing to review trade. Thanks for your time!
  • trishanitrishani Member Posts: 41
    edited July 2013
    Update:

    Thank you all for the input so far. Made a few encounter changes and cleaned up some lose texts. Added some photos to gain a bit more interest.

    Answer The Raven's Call : 30 min Quest NW-DJCDSGR9
  • xpurpleinsanityxxpurpleinsanityx Member Posts: 0 Arc User
    edited July 2013
    Found you! Oh, wow.... Where to start? I believe that this is hands down the best quest I have played. I fell in love with your environments AND your story. The environments carried such a mystical feel... It was utterly amazing. The absolute only thing that I noticed for bugs and whatnot was that a bookshelf in the crypt is still stock named. (The one with the alcohol)

    Great job on creating a breathtaking quest! I can't wait to see more from you. ~
    yGX5UJU.jpg
    Threads: Part 1: Rising of the Dragons (NW-DNGIC6AJC) | Part 2: Abyssal Pursuit (NW-DESQ9HQAZ)
  • yipykayeyipykaye Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 145 Bounty Hunter
    edited July 2013
    Playing quest now. *Spoilers*

    Just a small thing when I went to get mandrake root the quest text had already told me who to kill by name. How do I know his name already when I haven't run over there? Try not to give away too much in quest descriptions. Maybe have a place marker first and when you get close to him then it tells you to kill him. Same again next quest. I knew the wolves name before I even entered the cave.
    I do like the way i still look in the right position on the map rather than a room build off to the side.
    The cobblestone leading to vash are floating above the ground.
    Lol I almost crapped myself. Walked onto the floating stones and fell through to my waist thought i was a gone.
    Just before the farmhouse there is a young archer in a wolf costume.
    Door into the lair pushes back towards you.
    Having to go back twice and then search for key was a bit of a downer to quest flow.
    Searching deeper into the lair and thats where it bugged out and failed. Th eguys in the last room aggroed and I couldnt open the door. Tried running away to reset but nothing worked. Sorry it doesnt count as a review.

    Overall not a bad quest. The idea beind the quest seems drawn out just because she got bitten. The spirit world and such was good but from as far as i played the motivations seemed wrong.
    "A Time Long Forgotten"
    Whispers in the Forest NW-DPJGEXZJ8 - Daily
    A Salty Sailor's Brew NW-DMOZP625S - Daily
    Bonds of a Brother NW-DCP9XPZHI - Daily
  • trishanitrishani Member Posts: 41
    edited July 2013
    Great feedback.

    If you could send me a PM yipykaye, I'd like more info on the bugging out and your thoughts on the motivations. I haven't seen that particular bug (Though I have seen Werewolf actors with the wrong names and can't track it), and I'm unclear which mobs bugged on you.

    Will make some changes and I hope you'll give it a 2nd try in the future. Thanks!
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited July 2013
    Will play this now :) I have heard good things!
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited July 2013
    Ran out of potions on my cleric, and 6 injury kits later I realized that the boss room spawns, keep respawning. So I will have to restock and run this later, or tomorrow. I sent you a PM however with my feedback so far.
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • trishanitrishani Member Posts: 41
    edited July 2013
    I just started a publish cycle.

    version 1.2:
    --Several folks said the end encounter was very difficult at their level. So I added a difficulty slider. Also added a lighting slider for those who don't like "night" lighting effects.
    --Made some quest changes to consume more items. Still working on adding a few other suggestions. If it doesn't say Version 1.2 it won't have the slider (my quest takes a long time to publish).
    --Added some dialog to the beginning of the quest so it seems a little more believable.

    --I haven't seen the room respawn bug... it did have a trigger that would spawn a 2nd wave if you moved to a flag point. I took that out when I added the difficulty slider.

    There are a few other small corrections. Still working on a few of the suggestions, but the difficulty was definitely way harder than I intended at some levels. So wanted to address that asap. Thank you for reviewing!! I owe you some kits!
  • mufaasa43mufaasa43 Member Posts: 0 Arc User
    edited July 2013
    I will review on Monday when I get home. Can you tell me how to make a difficulty slider though? That would be nice. Also, can you change the difficulty of specific single mobs? Or do you just select only hard 2 and 3 encounters? Thanks and look forward to playing.
    Great Gladiator Escape
    NW-DON9PHZV8
  • zbkoldezbkolde Member Posts: 689 Arc User
    edited July 2013
    Wow! Beautiful maps and environments! Very well done. Loved your light option!
  • trishanitrishani Member Posts: 41
    edited July 2013
    Thank you.

    Version 1.3 is out and the quest is now Daily Eligible YAY for those who have helped push that through!

    --Latest version has revamped item use. Your bags will be happy.
    --Dialog updates and changes. Added more lore.
    --Redid the last map's layout. Should make the flow better, though the glow line is a bit buggy and doesn't always show up. But now it won't take you to the wrong location!
    -- If you wipe at the end, there is an option to make the encounter easier. Just examine the runes next to the respawn campfire.

    Hope you enjoy!


    Mufassa43, the slider basically spawns or despawns encounters based on dialog-box input. In my case, I spawned an extra set of mobs for "Hard" lvl, and despawned a set of mobs for "Easy". The campfire setting will either despawn a set of mobs, or add "help" in the form of reskinned guards.
  • redneckroninredneckronin Member Posts: 0 Arc User
    edited July 2013
    This really is a environmental tour de force. Some truly gorgeous environments, and a great story as well.

    Well worth a play, highly recommended.

    All The Best
    Campaign: Call Of The Wild - Information, Links To Review Threads, Screenshots

    Looking For Reviews For Your Foundry Quest?
    Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
  • winterswitchwinterswitch Member Posts: 95 Arc User
    edited July 2013
    Trish,

    I loved playing your campaign. You kept throwing new looks out, and they were all great. The amount of work you put in is clearly evident. Nice balance between exploration/fighting/reading. Fog selector: Why didn't I think of that? I noted one text mistake, at the Seal of Kelemvor (the /OOC is visible). I'd be interested to hear your feedback on the second quest in my signature, which has been published for a while but has recently been revamped. Thanks.
    The Green Zone (NW-DP66H66F6): Train at a top-secret Goblin military installation.
    Hive Mind (NW-DN9YKEVUS): Get inside a crashed alien ship to discover its purpose.
    Absolute Zero (NW-DOVUXHT8P): Activate a massive teleportation machine to pursue an evil mastermind.
  • melindenmelinden Member Posts: 619 Arc User
    edited July 2013
    I played through but I think I still had the old version since I wasn't able to get to it over the weekend. I didn't think that was possible, maybe?

    There is a LOT going on here, most is fantastic but by the end it felt like it was starting to wander. A little trimming might help. But this may be better in the new edits that I didn't see.
    Find me in game with @DoctorBadger
    (Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
  • trishanitrishani Member Posts: 41
    edited July 2013
    Thank you both. I've got that text error corrected, just need to send it out in the next publish thank you.

    I love reviewers. One says add more, another says trim. :)

    I've decided that this story has 2 arcs. One is the obvious starting quest, but as you go, you are introduced to the campaign arc. That part is evolving, and I'm sure I'll have a few more updates to go till it feels "right".

    Melinden, I have seen from an alt that if the quest is picked up and a new publish comes out, it doesn't seem to update in the quest journal. I haven't actually tried a run through to test it though.

    I will play your foundries this week. I have them on my list.

    I appreciate the feedback, and hope you all will stop by again to see how things evolve. Should only get better! Thanks!
  • runebanerunebane Member Posts: 0 Arc User
    edited July 2013
    Wow, just played this. Its really good.

    Only thing I saw that wasn't perfect was a wolf named Dire Wolf 7. It was one of the ones in the jail cells.
    Halgarth's Legacy - NWS-DSTGFZHFR
  • docsc00terdocsc00ter Member Posts: 291 Arc User
    edited July 2013
    Just played through the adventure and left you a review and tip in-game.

    AWESOME quest! The storyline was engaging, and the highly detailed environments were beautiful to travel through. I played solo as a Level 60 Cleric, and the combats seemed balanced and well-spaced. I didn't encounter any snags with any part of the adventure (though that one Spirit Wolf I freed -- the one who wants to follow me -- had a tough time navigating through the dungeon with all the roots and such).

    I'm looking forward to the sequel!
  • imperialmenimperialmen Member Posts: 65
    edited July 2013
    I will run your quest now. My quest is in the signature for the review trade.

    Done. I will PM you with the details.
  • feuygarfeuygar Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 102 Bounty Hunter
    edited July 2013
    Hi Trishani,

    I very much enjoyed the quest and could see the effort and novel ideas that you'd put into the story and liked the regular changes in the environment - top marks! (specially liked the floors in 2 areas without wanting to add spoilers).

    I saw a couple of small things worth mentioning:
    - Vash first conversation, change to "you yourself to defeat him" was missing "to", and change to "but perhaps with" remove "if"
    In the cave it came up with kill Norock 'torath 1/2 as if it was expecting me to kill him twice?
    When leaving Norock's cave the interact dialogie was press F to enter the cave (want "exit" the cave)
    In the forest area near the cave there were still a few black-out areas after I'd chosen moonlight option.
    Ro'Tahn conversation, typo "unkown" = unknown.

    Please can you review my quest too, after playing yours I think you'll enjoy it.


    422 - Yeenoghu's Bride

    NW-DUMTEJ9KZ

    http://nw-forum.perfectworld.com/showthread.php?411131-Proud-to-present-for-reviews-422-Yeenoghu-s-Bride
  • trishanitrishani Member Posts: 41
    edited July 2013
    Corrected the things I could. Will go into next publish.

    The fog around the cave is linked to the inside of the cave or to Norock 'torath encounter. Those are key to experience that environment correctly. They are working as intended. Yes you do get a little bit of light blindness when you exit the cave. It goes away shortly. ;)

    Teleporters always say F to Enter. They are not considered components, so have not figured out how to change them. They seem very buggy as they don't behave like other details when trying to rotate, set height, etc. If you have figured this out please let me know.

    I have you on my list!
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited July 2013
    This was fun :) , Not sure if you toned down the difficulty but I continued from where I last took a break. (Via world map) But it was fun!
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • trishanitrishani Member Posts: 41
    edited August 2013
    Last edition is out. More Polishing, more lore, and another rework of the dungeon layout so more of the gold trail works.

    I have gotten through most of the review trades. Still have a couple on the list. Did those who were not yet daily eligible first, but will get to everyone.

    Thanks for all the feedback, I think its made this first chapter so much better. Soon to start work on Chapter 2!
  • gardhullgardhull Member Posts: 2 Arc User
    edited August 2013
    trishani wrote: »
    Last edition is out. More Polishing, more lore, and another rework of the dungeon layout so more of the gold trail works.

    I have gotten through most of the review trades. Still have a couple on the list. Did those who were not yet daily eligible first, but will get to everyone.

    Thanks for all the feedback, I think its made this first chapter so much better. Soon to start work on Chapter 2!

    You may want to take a look at the quest - I think there might be post-update foundry bugs messing it up.

    I could not finish it. First, the forest is nearly impenetrable. Then I couldn't loot the silk after killing the boss and all the mobs in the area, because I kept getting a "You can't do that now" message. At first I thought perhaps a mob might be spawned inside a tree or something, but I was not in combat mode.

    I seriously doubt that the forest is the way you intended it after yesterday's update. I was getting ready to log in and make a "most irritating mod ever" post about it, but then I saw that the foundry is somewhat whacked after yesterday's update.

    The story seems to be really good from what I saw, and one of the boss fights I completed was nothing less than awesome. But the way the vegetation is right now, the mod is unplayable. I really hope you fix it so that I can finish it.
  • karitrkaritr Member Posts: 662 Bounty Hunter
    edited August 2013
    *Mumbles something about players being deleted*

    The map got broken in the patch. Please try again when Cryptic have fixed the Foundry tool.

    Thank you for your patience...
  • saerraelsaerrael Member, Neverwinter Beta Users Posts: 0 Arc User
    edited August 2013
    This is the most <font color="orange">HAMSTER</font> quest i have ever played. Lags, chaotic, random npc, you should stay to what you know cuz you really made me and my friends leave this game. This quest should be deleted!!!!!
    gardhull wrote: »
    You may want to take a look at the quest - I think there might be post-update foundry bugs messing it up.

    I could not finish it. First, the forest is nearly impenetrable. Then I couldn't loot the silk after killing the boss and all the mobs in the area, because I kept getting a "You can't do that now" message. At first I thought perhaps a mob might be spawned inside a tree or something, but I was not in combat mode.

    I seriously doubt that the forest is the way you intended it after yesterday's update. I was getting ready to log in and make a "most irritating mod ever" post about it, but then I saw that the foundry is somewhat whacked after yesterday's update.

    The story seems to be really good from what I saw, and one of the boss fights I completed was nothing less than awesome. But the way the vegetation is right now, the mod is unplayable. I really hope you fix it so that I can finish it.

    You both may wish to read the information the Author of this quest has put up for you in the following thread;
    http://nw-forum.perfectworld.com/showthread.php?457851-Broken-Feature-Spotlight-Answer-The-Raven-s-Call

    Said thread is titled 'Broken Feature Spotlight: Answer The Raven's Call ' and on the first page of this sub-forum.
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