Don't be ridiculous, it isn't a free speech issue, because Cryptic isn't a government. It's annoying, I agree, but over the top hyperbole doesn't help matters. As to the words in question, I assumed it was objecting to top @ss given how it's 'to pass' that was the problem. It would be nice if they would issue a list of…
Thanks, received a couple of notes about the heavy combat. Most of it can be skipped, but I think I need to tweak some things to show to how to do that more clearly. Have played through the first of your quests, it was enjoyable and I didn't notice any real problems. Will get to the other two quests when I get the chance :)
Judging wise, it might be worth adding a category for honorable mentions. These would be the top 1-3 quests as selected by cryptic, ideally these would be different than those that won the public vote. Maybe add some smaller rewards for the quests chosen. You'd still get the public voting and playing the quests, but get to…
Name: A Murder of Dragons Short Code: NW-DE354KZ6O Author: @Geoff8733 While Adimond Kroskas works to raise a Dracolich with the Necromancer Valindra other factions with the Cult of the Dragon grow weary of the Thayan influence this has brought over the cults activities. A powerful wizard unleashes his own scheme to exult…
Pretty good quest, no major problems. Enjoyed your map/level designs :) Was a bit disappointed that there was a visible face to the cult or some other form of 'end boss'. Killing the cultists just seemed a bit of an anticlimax after the rest of the adventure. My quest is in my sig if you want to give it a shot.
Just played through your quest, was quite fun, definitely short and sweet :) Your use of pregen maps was okay as far as foundries go, but throwing in some personal touches to differentiate them from Cryptic's maps would go a long way top helping your quest stand out. Your final 'boss fight' looked to be a fairly hectic…
Loved the quest :) you have some nicely designed environments in there. Spotted a couple of problems you may want to look at. In the attack on the goblin camp some of the objects looked like they were floating in mid-air, it might be worthwhile going back and checking that map in the foundry to make sure everything is…
A good way to check that it's approx 15 minutes is to do a run through in the foundry with a clock or stopwatch on standby. Run through the quest taking the most direct route to the objective as possible and use the kill command to take out any mobs in your way. That's a decent way to approximate how long it can take…
Checked out both your quests. Not going to comment much on your first quests except to say that in a farm quest I'm looking for lots of easy mobs to kill in a close to 15 minutes as you can make it. Your second quest was much more interesting, if fairly standard for a foundry quest. It could use a bit more polish. Your…
Just checked out your quest, it was a fun little romp. The use of verticality in the maps was interesting. Liked the variety of encounters, the fight with the cleric was quite interesting. Your final fight could use the mobs spacing out a bit more to encourage/allow people to pull them apart rather than engaging them as…
Just played your quest. Enjoyed the map design and liked the way you used NPC designs to hint at the larger plot. Was not a fan of the 'comedy' aspects or making the player carry the idiot ball for the whole adventure, they seemed to follow a consistent tone so they probably work okay for creating the mood you're looking…
I wouldn't worry about trolls 1 starring the quest until you enough plays to get it out of the review stage and eligible for the daily quest. If it's good you'll get enough 4 and 5 star votes to cancel them out and if your quest has problems the people serious about actually reviewing it will point them out so you can…
Actually, assuming there is a big difference in performance between the control set ups this isn't true. People using the inferior control method would be raging on the forums about OP and broken, etc. They would blame the game for their performance rather than the control method. That would be a good reason to restrict it…
That's nice but I don't mean author popularity, I mean quest popularity. If you have a really well designed quest people are going to talk about it. If you don't have a well designed quest try and get feedback on how to improve it. Obviously if people think well of you on the forums it'll sway them to trying your quest but…
Actually no. Two ways to get around it are being a popular and well thought of quest on places like the Foundry sub-forum or by the author making a range of quests, some short, some long. If people are gushing about the quest on the forum and it has a lot of plays then that works against the assumption that foundry quests…
No we don't. But it is the amount of time most people have to see if a foundry mission is okay or not. Most of the Foundry content just isn't good enough to support a longer time investment. Authors with a reputation or featured quests can get around this because they provide a better basis for making a decision about…
The reason not many people play quests below 15 min is partly the reward issue but also a quality issue. If the average playtime for a quest is 5~min I'm going to assume it's nothing but a poorly designed hack and slash quest. The reason I assume this is because you don't have time to present an interesting string of…
The best option is probably to have different foundry quests for different lengths of quests. That keeps the current incentives intact but scales it to encourage some players to take on longer quests. ***cross posted from the thread where we started talking about this*** If you tied it into the rarity system you could have…
Five may be a bit much, but yeah, that kind of thing would work really well. If you tied it into the rarity system you could have quest qualifying for different categories based on average completion time. Green stays at 15 min, blue at 45 min and purple at 60 or 90 min averages.Then have foundry dailies give rewards based…
Outdoor exploration maps are hit pretty hard. Although only the ones with optional sidequest stuff, if it's a linear quest that just happens to be outdoors then you have some options for splitting it up. Dungeons are a bit more flexible as you can subdivide rally big dungeons into seperate quests, level 1, level 2, etc.…
You can link different conversation choices to the same dialogue bubble by dragging the arrow from one choice to the dialogue you want it to lead to. If you set up the dialogue correctly you could have the ask another question then loop back to the start of the question dialogue.
Just got finished playing through your quest. Wasn't a bad combat based quest. The fights were mostly okay. To start with the quest needs some initial directive. I had some problems finding the quest start, maybe add a transition from Protector's Enclave before getting to Blacklake proper. That would make the quest easier…
Just dropped you a review :) Like the quest, nice use of NPC dialogue to give them character. A bit disappointed that the player's responses were so limited though, that could use some work. Generally your encounter placement was good, and most of the fights were optional. That was nice, meant you could take the quest at…
Just published a content update to my quest. Added the ability to bypass some of the fights with a bit of exploration. Rejigged the tomb encounters to be more consistent with the overarching narrative.
Awesome feedback guys :) Just been playing about with branching quest paths for another quest I'm working on so I might go back and add something like that to the forest section. I'll also rejig some of the fights so they incorporate your suggestions.