Need reviews , just published , I will do the same and review yours .
It's designed solo easy , need to watch your step in combat , also a bit of puzzle . Need to read dialog for clues . But a seasoned player should be able to enjoy it .
Many thanks ... I'll check in this thread for reviews .
Rule
I am open minded to listen to your comments, and I will make changes as much as possible, but I cannot change things that I feel it was intended for my quest. The best thing I can do when there is a puzzle to be solved is to add hints in the dialogs to give a heads up. But puzzles are puzzles, it's up to you to take the time to solve it. I don't like to make quests that only involves combat.
Even my first quest was designed for only 2 components to be solved and it's fairly easy. And some mobs are even optional if you want to fight them. This is my first quest, so I made combat easy and some will think for a solo quest it might be hard, but I assure you it's not, but could be challenging. You can always fight with a friend.
So in conclusion, if you think that you feel not to drop a review after you finish playing my quest, I respect that as long as you tell me what you didn't like and need to be changed. But if it's something subjective, and I feel it is intended for my quest, I might not. Also, when I play your quests, I know when the person intended something for her/his quest and it's subjective so I will still make a review since I will be judging it as a whole and not just a minor detail. Because I know people including me take a lot of time from their lives to make quests for others.
General Comments: I recommend putting your text through a word document of some kind. OpenOffice is free to download if you don't have on already. It is nearly impossible to catch typos and misspellings even when you do proofread in that tiny 10 point font on the editor.
I wasn't able to finish your quest, unfortunately. If you do change it I will be happy to try it again.
Play Through Notes
-In Milan's first conversation Faerun is spelled "Fearun" by accident
-in the same conversation "sightings" is "sitghings"
-I've noticed extra spaces between all the last letter of the words and the punctuation, you can remove those.
-same conversation with Milan "treachery" is spelled "treachury"
-at the end of the conversation I think you mean to say "Meet with Isabella in Vellosk by nightfall."
-I attempted to destroy either one of the hell rifts and I got the message "You cannot use this object right now". That often means that something is required to use that interaction. But I don't remember being told I needed anything. Did I miss something?
Find me in game with @DoctorBadger (Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
@melinden
Thanks for the feedback, I have corrected spelling mistakes and hinted for the quest item. Looking forward to play your quests.
Part#1 (Belial) NW-DCVQ737WR
0
orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
edited January 2014
Playing through this now.
Initial transition objective says "Go to next map".
Isabella looked exactly like every cleric companion players have, you might want to change that around a little bit.
Why are zombies just laying around the area?
Once we get to the zombies that actually tried to kill me, they are using the base costumes.
Imps are considered devils in this game; you have them called demons by the NPCs.
Bishop's size and appearance changed when he turned into a zombie.
The Uthgardt ancestor was labeled as a Nasher enforcer. Also, I think his name was misspelled in the NPC form but I am not positive.
This smoke in the cave makes it hard to see the solid ground and easy to fall in the pit, you might want to tone it down a bit.
Any chance you could check out one or more quests from "The Planar Conflict" campaign in my signature?
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
OK, I got a chance to run this quest again. The changes in the beginning section which I had seen before look great. It is constructed well and looks good.
As a general note I was a bit confused about the lore. I think Orangefiree was referring to this too. Maybe since the quest referenced game events and used a game map I was thinking it would be Forgotten Realms. I think you could solve this with a short note in the description saying it uses original lore.
The only other general recommendation I would add is to think if you can add some interest points (lore items, optional combat, and interactions) in Vellosk. It is a pretty big map and a little bare with all the game items removed.
Same with the cave, although just details there. Decorating a cave is a little daunting though. I've seen people use crystals and mushrooms to pretty good effect.
Couple of play through notes:
-in the second conversation with Bishop you have an extra e in "church's"
-the repsawn campfire in the cave is floating just a bit
Find me in game with @DoctorBadger (Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
OK, I got a chance to run this quest again. The changes in the beginning section which I had seen before look great. It is constructed well and looks good.
As a general note I was a bit confused about the lore. I think Orangefiree was referring to this too. Maybe since the quest referenced game events and used a game map I was thinking it would be Forgotten Realms. I think you could solve this with a short note in the description saying it uses original lore.
The only other general recommendation I would add is to think if you can add some interest points (lore items, optional combat, and interactions) in Vellosk. It is a pretty big map and a little bare with all the game items removed.
Same with the cave, although just details there. Decorating a cave is a little daunting though. I've seen people use crystals and mushrooms to pretty good effect.
Couple of play through notes:
-in the second conversation with Bishop you have an extra e in "church's"
-the repsawn campfire in the cave is floating just a bit
I actually did not want to follow Diablo's story line piece by piece , I figured I would use Diablo's idea to create my own story line. As for putting in more environmental details , I'm all for it , infact I got some ideas by playing yours . Especially the cave seems empty I agree , and I will improve the vellosk map too. Thanks for the advice.
Part#1 (Belial) NW-DCVQ737WR
0
niro996Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited January 2014
Alright. This review will be based on the Good, the Bad, and the Ugly.
The Good:
Interesting environments
Diablo-inspired story
For the most part, good costumes.
I love Vellosk.
The Bad:
Maps are a little boring...Even if they are interesting.
Some of the mobs should be renamed and given costumes.
Angels look like demons. I know there aren't angel wings, but...
Minor dialogue errors throughout.
Alright. This review will be based on the Good, the Bad, and the Ugly.
The Good:
Interesting environments
Diablo-inspired story
For the most part, good costumes.
I love Vellosk.
The Bad:
Maps are a little boring...Even if they are interesting.
Some of the mobs should be renamed and given costumes.
Angels look like demons. I know there aren't angel wings, but...
Minor dialogue errors throughout.
Thanks for the review, I'll take a look at yours. But I couldn't make an angel look like an angel because we don't actually have angel wings unless I overlooked, angels need to have wings. And oh, I am going to update Vellosk soon.
I have played through your quest. Let me give you a few thoughts:
General:
- Story was fine. Clearly this is a tribute to Diablo, but saying that, I thought you did well.
- I felt as though you could have done with clearer quest objectives. Vellosk is a big map, so the quest probably took a lot longer than it should have due to roaming across the map and figuring out where to go. Way points or markers could have been helpful for the player.
- You could have some animations happen when the player is closing a Hell Rift or freeing the prisoners. Some animations would have been great.
- Lovely use of special effects! It really added that extra oomph to all the magic happening in the story.
- There were a few "Go to next map" transitions hanging around. I suggest you go fix and rename them to something more appropriate.
Being nitpicky:
- A few typos. 'screaching' should be 'screeching' in your first dialogue with Isabella. I suggest you go through your dialogues again carefully.
- I would put a cave entrance detail behind you when you enter the cave. It looks weird having entered a cave but there's a wall behind you and no sign of how you got in.
- Give those zombies you put around idly on the map some idle animations, or make them wander/patrol. I know they're undead, but they're a bit 'lifeless'
- What's the deal with all the undead npcs lying on the ground? You should also probably rename them to something more appropriate than "Rotter elf" or "Undead Guard". Players can see their names when they mouse over them.
- The lore item "The Begining" is spelled wrong (should be "The Beginning")
- Personally, I think you put a bit too much smoke in those cave hallways with the imps. They're fine when the imps appear, but they could probably disappear once the imps are dead. They just got annoying after the imps were gone.
That's most of my thoughts for the quest. It's a pretty solid quest, but could do with some work. The thing that detracted from the experience the most for me were the vague quest objectives. Trawling across all of Vellosk to figure out what I needed to do is not my idea of a fun-time. I reckon that you should include some waypoints so that players know if they are on the right track or not.
Comments
I wasn't able to finish your quest, unfortunately. If you do change it I will be happy to try it again.
Play Through Notes
-In Milan's first conversation Faerun is spelled "Fearun" by accident
-in the same conversation "sightings" is "sitghings"
-I've noticed extra spaces between all the last letter of the words and the punctuation, you can remove those.
-same conversation with Milan "treachery" is spelled "treachury"
-at the end of the conversation I think you mean to say "Meet with Isabella in Vellosk by nightfall."
-I attempted to destroy either one of the hell rifts and I got the message "You cannot use this object right now". That often means that something is required to use that interaction. But I don't remember being told I needed anything. Did I miss something?
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
Thanks for the feedback, I have corrected spelling mistakes and hinted for the quest item. Looking forward to play your quests.
Initial transition objective says "Go to next map".
Isabella looked exactly like every cleric companion players have, you might want to change that around a little bit.
Why are zombies just laying around the area?
Once we get to the zombies that actually tried to kill me, they are using the base costumes.
Imps are considered devils in this game; you have them called demons by the NPCs.
Bishop's size and appearance changed when he turned into a zombie.
The Uthgardt ancestor was labeled as a Nasher enforcer. Also, I think his name was misspelled in the NPC form but I am not positive.
This smoke in the cave makes it hard to see the solid ground and easy to fall in the pit, you might want to tone it down a bit.
Any chance you could check out one or more quests from "The Planar Conflict" campaign in my signature?
As a general note I was a bit confused about the lore. I think Orangefiree was referring to this too. Maybe since the quest referenced game events and used a game map I was thinking it would be Forgotten Realms. I think you could solve this with a short note in the description saying it uses original lore.
The only other general recommendation I would add is to think if you can add some interest points (lore items, optional combat, and interactions) in Vellosk. It is a pretty big map and a little bare with all the game items removed.
Same with the cave, although just details there. Decorating a cave is a little daunting though. I've seen people use crystals and mushrooms to pretty good effect.
Couple of play through notes:
-in the second conversation with Bishop you have an extra e in "church's"
-the repsawn campfire in the cave is floating just a bit
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
I actually did not want to follow Diablo's story line piece by piece , I figured I would use Diablo's idea to create my own story line. As for putting in more environmental details , I'm all for it , infact I got some ideas by playing yours . Especially the cave seems empty I agree , and I will improve the vellosk map too. Thanks for the advice.
The Good:
Interesting environments
Diablo-inspired story
For the most part, good costumes.
I love Vellosk.
The Bad:
Maps are a little boring...Even if they are interesting.
Some of the mobs should be renamed and given costumes.
Angels look like demons. I know there aren't angel wings, but...
Minor dialogue errors throughout.
The Ugly:
Your maps. TROLOLOLOLOL!
Overall, a solid adventure. I say 3/5.
Play my quest, The Lair of Marungolos. Short code in my signature. Forum at http://nw-forum.perfectworld.com/showthread.php?579661-The-Lair-of-Marungolos
The Lair of Marungolos:NW-DQYRB3ACD
Thanks for the review, I'll take a look at yours. But I couldn't make an angel look like an angel because we don't actually have angel wings unless I overlooked, angels need to have wings. And oh, I am going to update Vellosk soon.
I have played through your quest. Let me give you a few thoughts:
General:
- Story was fine. Clearly this is a tribute to Diablo, but saying that, I thought you did well.
- I felt as though you could have done with clearer quest objectives. Vellosk is a big map, so the quest probably took a lot longer than it should have due to roaming across the map and figuring out where to go. Way points or markers could have been helpful for the player.
- You could have some animations happen when the player is closing a Hell Rift or freeing the prisoners. Some animations would have been great.
- Lovely use of special effects! It really added that extra oomph to all the magic happening in the story.
- There were a few "Go to next map" transitions hanging around. I suggest you go fix and rename them to something more appropriate.
Being nitpicky:
- A few typos. 'screaching' should be 'screeching' in your first dialogue with Isabella. I suggest you go through your dialogues again carefully.
- I would put a cave entrance detail behind you when you enter the cave. It looks weird having entered a cave but there's a wall behind you and no sign of how you got in.
- Give those zombies you put around idly on the map some idle animations, or make them wander/patrol. I know they're undead, but they're a bit 'lifeless'
- What's the deal with all the undead npcs lying on the ground? You should also probably rename them to something more appropriate than "Rotter elf" or "Undead Guard". Players can see their names when they mouse over them.
- The lore item "The Begining" is spelled wrong (should be "The Beginning")
- Personally, I think you put a bit too much smoke in those cave hallways with the imps. They're fine when the imps appear, but they could probably disappear once the imps are dead. They just got annoying after the imps were gone.
That's most of my thoughts for the quest. It's a pretty solid quest, but could do with some work. The thing that detracted from the experience the most for me were the vague quest objectives. Trawling across all of Vellosk to figure out what I needed to do is not my idea of a fun-time. I reckon that you should include some waypoints so that players know if they are on the right track or not.
Overall, I give this quest 3.5/5 stars.
Cheers,
Rigellia