So I have been working on a new dungeon. It will be my first one for this game. The question I have is more of a worry that's been eating away at me for the last couple of days.
Without going into too much detail (I don't want to give anything away) I am creating a new and unique (challenging you could say) dungeon that requires you to use your head to complete. I have even been thinking of making it extremely difficult to complete unless you have team dynamics. (I.E. you need a TR to disarm traps).
For me its not a question of what I can and cannot do. The problem I have is..... will they like it? I fear that my creation will be down voted to no end, with quotes such as "Dungeon no work, is broken" or "Too complicated, founder is dumb" simply because they do not understand certain things. While I know that the vast majority of gamers just want to run through the dungeon and get gear/gold/AD, I am making this dungeon for the few others that want to immerse themselves in true Neverwinter Nights/D&D fashion, and seek a challenge.
I am, however, concerned that those few players will never see my creation, due to it being at the bottom of the page with 10 plays and 1 star.
I can't speak for anyone else, but I really hope that its not doomed. I'd like to play it, as it sounds challenging and fun. That being said, I honestly don't know what the average player will think. Try to make it very clear in the description your intentions and that it will need specific classes and team work, I guess. Also, we can't avoid making challenging, thought provoking quests just because the average person doesn't want to think. The only way we can change that sort of thinking is to put out great adventures in droves. I'd say go for it, and I for one will line up to play your quest.
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Campaign: The Creekside Chronicles NWS-DR2NAKVRN Part 1: The Lost Children NW-DU2N4I5YN / Part 2 Evil In The Mines: NW-DNHIJFGAT
Part 3: No One Lives Forever NW-DHIOTYRQ3 / Part 4 Home Away From Home: NW-DSBY79LGB
If it is actually that difficult to finish, you don't need to worry about 1 star reviews since few will be able to finish it; you cannot review a quest without finishing it. On the other hand, you probably won't get that many reviews, so it will not be able to rise in rank.
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orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
edited January 2014
It should do fine if you put a warning in. (Though, as Izatar said, most people won't know to bring a group to finish it if you don't, so you will probably not get many reviews period.) I thought I should point out that traps don't scale to the player's level. So actually requiring a rogue at every level is going to be hard.
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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apocrs1980Member, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
If it is actually that difficult to finish, you don't need to worry about 1 star reviews since few will be able to finish it; you cannot review a quest without finishing it. On the other hand, you probably won't get that many reviews, so it will not be able to rise in rank.
I thought the same thing when I built Cragsteep but found that a determined troll is a determined troll. To the OP just build whatever you have fun building and don't sweat what others think, in the end you could build gods gift to Neverwinter and still have people say "hated it."
[SIGPIC][/SIGPIC]
The Cragsteep Crypt - BETA Ravenloft Look for@Apocrs1980 or visit the main page here or Ravenloft here
Successful Foundry Rule #1: build error-traps that allow a single, solo player to always be able to complete your quest.
@OP: You'll earn a bad reputation for creating broken quests, even if you make it absolute in your description that it requires groups. Build an error-trap at the very beginning of your quest that will require your group to get past, so solo players learn quickly that the quest is designed for groups and he will abandon it without wasting any time.
Here's another solution:
Build it for groups, but allow it to be played solo. The difference: it takes a lot longer to complete it via solo. How to do this: create a couple different paths: path 1 is where the solo players will go. Path 2 is where you steer the group players. As to how to do this: I'll not go into it (as it wasn't asked for) - but in-short: make sure a solo player can get through it.
Obviously my advice is only advice until you act on it, then it becomes your decision. So I can only say this is my advice and you must do what you must do.I sincerely hope you are successful at it as we always need great quality Foundry works!
Build it for groups, but allow it to be played solo. The difference: it takes a lot longer to complete it via solo. How to do this: create a couple different paths: path 1 is where the solo players will go. Path 2 is where you steer the group players. As to how to do this: I'll not go into it (as it wasn't asked for) - but in-short: make sure a solo player can get through it.
This. I can't believe I didn't think of having different paths.
Thank you all so much for your feedback, you have given me new hope, and fresh ideas.
Comments
Campaign: The Creekside Chronicles NWS-DR2NAKVRN
Part 1: The Lost Children NW-DU2N4I5YN / Part 2 Evil In The Mines: NW-DNHIJFGAT
Part 3: No One Lives Forever NW-DHIOTYRQ3 / Part 4 Home Away From Home: NW-DSBY79LGB
I thought the same thing when I built Cragsteep but found that a determined troll is a determined troll. To the OP just build whatever you have fun building and don't sweat what others think, in the end you could build gods gift to Neverwinter and still have people say "hated it."
Ravenloft
Look for@Apocrs1980 or visit the main page here or Ravenloft here
@OP: You'll earn a bad reputation for creating broken quests, even if you make it absolute in your description that it requires groups. Build an error-trap at the very beginning of your quest that will require your group to get past, so solo players learn quickly that the quest is designed for groups and he will abandon it without wasting any time.
Here's another solution:
Build it for groups, but allow it to be played solo. The difference: it takes a lot longer to complete it via solo. How to do this: create a couple different paths: path 1 is where the solo players will go. Path 2 is where you steer the group players. As to how to do this: I'll not go into it (as it wasn't asked for) - but in-short: make sure a solo player can get through it.
Obviously my advice is only advice until you act on it, then it becomes your decision. So I can only say this is my advice and you must do what you must do.I sincerely hope you are successful at it as we always need great quality Foundry works!
This. I can't believe I didn't think of having different paths.
Thank you all so much for your feedback, you have given me new hope, and fresh ideas.