Tuesday, May 28, 2013

Slight MIA

This week I may be behind.. a lot. I have received word that my family has decided to visit me this weekend not to mention I am making sure I have enough prizes for the winners of the Neverwinter Artist's contest on Deviantart.

I am popping on and off, afking from the game and more since I need to make sure my home is as clean as possible due to one of my nephews and how sensitive he is to everything. So, I apologize for not being able to get to any foundry this week if any but I promise to review the ones left in my mailbox unless you sent it back and requested me to ignore it!

Smelly Selly (Selaral)

Friday, May 24, 2013

Foundry of the Week!

Since I only started my blog on Tuesday, I have received a large amount of people asking me to review their foundry missions. This was not a trade review for a review type thing. No, this was me just enjoying myself and the stories that others can create. With only four missions this week since I did not wish to add one on Saturday, I have my choice.

For this week's foundry spotlight....



I was really pleased with this foundry mission. There wasn't too much story and not too many encounters. It was a perfect mix. You can tell the author took time to build each map. I do not suggest coming in here as a 60 with only a few pots. I can tell there are stacked encounters that make you work for your win. I was fine popping pots to get it done but for others it may be a bit harder. So yeah, don't come in without pots!

The story flowed well in some points and was awkward in others. There were plenty of characters just doing their own thing. I wish I could have interrupted the Gossiping Necromancers and called one fat. Their attitudes reminded me of the ideal 90's Valley Girl. I could not help but smile at the end of the mission. It was a touching ending and I am glad it was there. This is definitely worthy of Neverwinter's Spotlight with a few tweaks, even without it! This is a must try if you enjoy story and detail! If you want to rush through stuff and just get the box out of the end I suggest finding yourself an Orge killing quest.

Other Foundry missions this week
The Goblin King 2/5
Set Course for Adventure 3/5
Tomb of Werner 4/5

See you all on Monday!

The Goblin King - Review



And....It's Friday! Yay! Here is my last foundry run of the week. Remember, after this I will be posting my choice for the week's foundry spotlight!

Description: Stop the Crowning rites of Mokrul the man-eating goblin! Meet Guard Frinko in the Protector's Enclave for more details.  
Plays: 15


Starting off
You are tasked to go talk to Guard Frinko about a Goblin causing trouble. Not much else to it. The quest did say to pull slow and from reading the reviews it seemed that this mission has stacked encounters. For this, I decided to bring a buddy along to help me review as well as not die helplessly to the packs I am about to come face to face with.

The Good
-----

The Bad
Constant Map transitions - There were several unneeded map transitions.

Lack of Dialog - There was some dialog but only at the start and end. The rest of the map was nothing but kill kill kill. I wasn't too pleased with that.

It felt just like a hack and slash - That is all I can say ._.

Fault (These are faults of the mission not caused by the author but the game)
None


Suggestions
Frinko - This is no joke: <---Why the colon? Perhaps "This is no joke!" Spell out Auction house as well. At the end as well. I don't know if it is suddenly all OOC or what. So confusing.

That Ruckus must have woken up the entire neighbourhood - Neighborhood is spelled wrong.

Use of space - The map of Seemingly Harmless pass is large! But only certain parts are used. You could work with this a bit more to make the whole thing a wonderful treasure trove of fun!

Princess Dialog - I would rework some of it. I had to reread it out loud a few times and it still felt awkward.

More Story - I would love to see there be an addition to more story to this or something halfway through. Perhaps someone who knows the Princess and is saying she has been taken..or something! It just felt like too much of a hack and slash.
   
Overall  2/5
The story that it had seemed dull and made fun of itself in several instances. There was a large map in the first half only only a bit of it got used. There were several map transitions where they were not needed and the ending just read weird.

Thursday, May 23, 2013

Set Course for Adventure - Review


Yet Another review for all to read! This Foundry mission comes from a new author by the name of Squareslugx! Please note that I will be posting my opinions and suggestions on missions. This is why it is my blog after all! People are free to disagree with anything stated within the information below!

Description: Dreaming of a life on the open sea. Sit back and relax at Fishy Eye Tavern. Listen to tales! Play a couple of games! Maybe one day you too, will have an epic adventure to tell.

Plays: 0

Starting off
Upon accepting the quest you are asked to go relax at Fishy Eye Tavern. Now, first thing that came to mind was the smell of fish. I come from a redneck family so it wasn't uncommon for me to come home and see about six or more trout just sitting in the sink stinking up the place....So thanks for bringing up that memory..Jerk ( <3 ). To get to the tavern you are required to leave through a gate which I am perfectly fine with! The icon to go to the tavern was placed near the Coast and Mere of Dead Men. This made me instantly think I was going to end up in -one of those- taverns.

Zone in and what do you know...a body on the floor and he has a bottle of booze with him! This is going to be a great adventure!

The Good
The story is something different. Who doesn't want to go steal a giant pirate boat?! There were plenty of things to interact with and as I said before..I love me some shinies!

The Bad
I highly suggest going over everything that deals with dialog. There are several errors that stick out. The description included.  The one you have in game is confusing and while I am not an English major (far from it), I suggest looking at your sentences and how you are ending them. Do you want to use a Period (.) Exclamation point (!) or Question Mark (?)? Over several pieces of dialog the sentences read as a question but ended in a period. In others it would seem they were be excited but ended another way. I also suggest checking the use of your commas. While a pause is a common use be sure to look into FANBOYS on general placement!

Seagull Pirate Territory - It felt like just a bunch of mobs were placed there to give some combat. It felt dull and boring to just have to hack and slash my way through them.

Details - At first it looked as if there was work placed in. The hallway was nicely put together and so was the Tavern. However, as you progress you see less and less detail. At the end of the Territory map it felt bland and wasted.


Fault (These are faults of the mission not caused by the author but the game)
None

Suggestions
Just a Twin Bandit (and his B) - I think giving them funny names may work here. Just calling him 'Just a Twin Bandit' feels sluggish and lazy.

Pirates in the Tavern - They all use the same model. I felt as if I was fighting an Old Man Gang which were all twin brothers. Try switching some around and using different models. Will help liven it up a bit!

Names of mobs - I am confused by the way you named your mobs. 'Don't touch my Loot' pirates', 'Guarding the tent'? Perhaps renaming them to be part of a band and then leaving the main names as they are ('Scavenger').

Rose - Remember, she is technically talking. I am never one for faces in dialog. A personally suggestion of mine is to remove her <3 during her idle follow.

Campfire in Territory- I suggest moving this to where you first zone in on the map. If someone wished to ignore mobs they could just let themselves die and spawn behind the required contact Even then is it awkwardly placed.
   
Overall 3/5
I have to rate this mission with a 3/5. It starts out fine even with the simple dialog errors but it begins to go down hill as you progress. Details begin to slack and the dialog feels as if has become rushed. While I enjoy shinies, inspecting them did nothing. The text upon inspection was not entertaining and was bland. You could spice this up with something funny to make people want to go inspect everything.

The story itself was different which is why I decided to review it. There are plenty of graveyard quests, go steal stuff quests, but how many 'I want to go steal a pirate boat' quests? This one did not end with you stealing it but the Author stated there will be a second part so I do hope I get to be on a boat soon enough! May take some custom building though.

Wednesday, May 22, 2013

Spellthief Trials Review

Another day another review! This one is called Spellthief Trials by Stebss! After reading his letter as to why I should review it I figured I would give it a shot. He stated that he had a huge amount of detail in it. Which, I'm sure if you read the last review..I love details! I love shiny objects! He also stated he felt that there were characters that I would absolutely love.

Description: A secret group of powerful mages have established a magic academy in the Underdark. You've been hired to foil their plans in the most epic fashion possible. Work alongside an accomplished Spellthief to steal the most powerful spell-books within the academy and battle your way through a school full of ambitious wizards, witches, Arch-Mages, and their hordes of minions. If you want memorable characters, unique and challenging boss fights, spectacular scenery and beautifully hand crafted environments then don't hesitate to accept this quest and begin your own training to become a certified Spellthief.

Plays: 119

Starting off
You are asked to find a fellow by the name of Seth at his secret hideout. Luckily for me I still had my my golden trail of cheat on and it lead me to a barrel. I was confused. How would my character know to look at this barrel? What was so special about it? I was hoping it had some gold or my Helm that still needs to be released from the Auction house *Shakes fist*

Upon inspecting the barrel you are transported to another room. In my eyes, this is neat though I couldn't help but laugh at the image of my character in full armor trying to wiggle herself in to a barrel...out in the open. There are two characters in the room and one of them will happily call you a scrub. If I could, I would have smacked him upside the head. I already deal with Ilztonim, don't need another one of you! The other NPC in the room is Seth himself. His dialog was a bit off for me since he seemed to just think I wasn't paying attention to the word 'suicide' mission.

And that is all I am telling you for the start! You will need to play through to know what happens!

The Good
Stebs - It is nice to see people have that one character in that just a single encounter will make you want to slap him.


Details of the Academy - I bow to you sir. *worships*

Use of the Name command - I love this! Though I would like to know how he got my name....He..didn't take my wallet too did he?!

Characters - There are so many characters in this mission that some of them you just want to hug. Yes! Be free man! Follow your dreams! \o/ P.S. Don't tell a girl her hair smells like spices. That is just creepy!

Dancing Golems - o_o


Dan Danielson - Lay off the coffee...or..energy drinks..Whatever you are drinking.

The Bad
Stebs attitude- Stebs attitude at the start was AMAZING! He was cold..and it was only with one line. However, when you meet him at the academy he treats you like a normal person rather than the burden he probably sees you to be. I feel as if he is suddenly forced to be nice.

Sneaking through the Academy - The quest has me originally going through the crypts and then suddenly..I'm supposed to be sneaking through the academy? I didn't feel very sneaky at all. I just waltz through like 'Sup' without a care in the world.

Getting out of the Crypts/Academy - If you need a golden trail you will be lost. It does not appear for this. I believed to get out I had to just go right back the way I came. Nope. I brought up the quest and tried to see if there were hints to how to get out. In the end, I ended up just running around trying to find my way out.


Fault (These are faults of the mission not caused by the author but the game)
None!


Suggestions
Find Seth in his Hideout - I would like to see you place a possible NPC as to either hint where to go of have a clue drop somewhere. It felt really cheap to go straight to the hideout which was apparently linked to a barrel. Thinking by an RP standpoint my character really would have no reason to go to the barrel in the first place. A trail of clues would be awesome here!

Seth - When you first meet Seth he acts as if he already knows you. Perhaps changing the dialog in to him being startled that you found his hideout and are willing to help would make it flow a bit smoother? Seth's dialog could use some fine turning as well. Perhaps saying 'I see you like to get right down to business!" rather than the bland 'You like to get right down to business.' The entire time you sit on this dialog box he seems oddly happy. I don't know if this is intended to be his personality but it seems off. If you follow the dialog for an ego he looks more of a brute then anything with the taunt. With him looking to be a wizard I figured having him turn around on the player would fit much more nicely rather then him looking as if he is a warrior and ready to go hand to hand.

Map Transition from the Hideout to the Academy - I suggest allowing you to move back to the Protector's Enclave and then leave from the gate there. I always find it odd leaving one place and instantly teleporting to the next.

Sneaking through the academy - Perhaps set a few encounters to make people really have to sneak. I could waltz anywhere. It felt odd. Not very sneaky at all.

Gossiping Necromaners - I suggest changing their omg to O.M.G. If you say omg out loud it sounds awkward. Many people will say O.M.G. A pause between then to let the letters release separately.

Uneven statues - The statues next to the Class clown are uneven. One sets itself within the wall border while the other sets right along it.

Portal out of the Arena - All the blues made it hard for me to see. Perhaps move it right where he despawns?

Overall 4.5/5
I was really pleased with this foundry mission. There wasn't too much story and not too many encounters. It was a perfect mix. You can tell the author took time to build each map. I do not suggest coming in here as a 60 with only a few pots. I can tell there are stacked encounters that make you work for your win. I was fine popping pots to get it done but for others it may be a bit harder. So yeah, don't come in without pots!

The story flowed well in some points and was awkward in others. There were plenty of characters just doing their own thing. I wish I could have interrupted the Gossiping Necromancers and called one fat. Their attitudes reminded me of the ideal 90's Valley Girl. I could not help but smile at the end of the mission. It was a touching ending and I am glad it was there. This is definitely worthy of Neverwinter's Spotlight with a few tweaks, even without it! This is a must try if you enjoy story and detail! If you want to rush through stuff and just get the box out of the end I suggest finding yourself an Orge killing quest.

Tuesday, May 21, 2013

Tomb of Werner Review

I received several letters in game to look at foundry missions! I didn't expect so much between the time I made the post and the time I got home from my Psychology class! After reading through a few of the mails I picked 'Tomb of Wernar' by Lya!

Amount of Plays before I picked it up: 16
Description: An Old school style adventure where the hero(es) explore an old ruined castle and search for a fable magical item at the behest of a wizard.

Starting off:
Upon picking up the quest your character is apparently thirsty. This confused me a bit because I swore I gave her a few ales before leaving the Driftwood Tavern. No matter! There is no such thing as too much ale!

After reaching the tavern you notice there is a woman who apparently has a few fans who enjoy her music. I checked each one and I found it funny that the Halfling is her biggest fan. Get it? Halflings are short! HA! Okay...I'll stop with the bad jokes since they will get worse and I don't want people to punch their computer screens. After checking out the small group I turned back around to notice that a Town Crier was in the building. Well damn! An Adventurer's job is never done! After listening to him beg and plead for my help because he wasn't going away when I said I was not interested I finally accepted his quest.

After accepting the quest you leave the tavern and bam! There is the Magician! However, I won't go in to much more detail! You will have to play to find out the rest!

The Good
The Details in the bar were nice since everyone needs entertainment! The room the Magician is in is well crafted. It had a few nice details and that couch with the curtains looked pretty comfy. There were several things to interact with which I highly enjoy! I love exploring!

Random interaction from a NPC is always nice. Don't like them? Don't surrender! I enjoyed the small Gnoll encounter that was within the first part of the dungeon though. I refused to surrender (You won't take me alive coppers!) so I do not know what happens if you do (though I figured out later on that surrendering to Kobolds may net the same result).

Skills required! I love seeing this! I came across an alter I was able to inspect but I could not do much else unless I had the needed skill. I enjoy when these are placed in because it means my character just can't figure everything out. Highfive on that! I will also add in room transitions. I love them! Its nice to see a different environment. This played out wonderfully in the castle from seeing stone to seeing dirty and feeling as if I am in a mine.

I found the blueprints for the castle and I enjoyed the fact that it revealed that there is a secret door. As I said, I love finding interactive things! I especially enjoyed all the little glowing spots that appear once you pick up the flute! Don't think my half-elf butt didn't run around and check everyone I could find! (Cause I did) I enjoyed the fact the rocks were moved once you used it. Very Legend of Zelda like! (And yes I totally had the Zelda theme in my head as I did this)

The Bad
At the start as I said it was a bit odd. Just pick up the quest and suddenly you're thirsty! I would offer to change this around a bit to perhaps someone asking if you would like to have a drink or a flyer that someone is offering a new drink and taste testers are wanted.  After getting what I needed I was suddenly teleported to the magician after leaving the tavern. This confused the bejesus out of me and I even had to make a double take. I felt as if I missed a section. He also has a small apartment. A really tiny one. I bet his rent is cheap!

Upon finding the Orcs in the castle I could only fight them. I would have liked an option much like the Gnolls had to at least try and talk things over. However, as a follower of Corellon I am to believe that the only good Orc is a  dead Orc. In the room next door there are some naked people. I felt like I walked in to something I did not want to be apart of.

In the castle I came across a door that I could break down, attempt to lockpick, or cast a spell at. Being a Great Weapon Fighter I bashed that sucker in like a drunk slams his head in to a beer can. However, I could not go in to the room. I saw a bore and a barrel but an invisible wall blocked my path. After finally making it through the wall after my first interaction with the bore I couldn't do much else with him. I originally had three options and suddenly I had one. I do not know what happened. Apparently he took the rations I found earlier. That pig! Stealing my food!

I searched for a long time trying to find this secret passage to where I needed to go. I felt that map lied to me because I couldn't find any sparklies! Now after searching and running around the castle for a good half hour or more I decided to use the teleporter offered after surrendering to the Kobolds. When used apparently Kylie is there. The singer from the bar. When I spoke to her she noted I was tied up and knocked out. I would have to say in the end I killed them Kobolds so they got what was coming to them!  Either way it was odd to have her there. Stalker singers...I tell ya!

Heading back inside after fixing a bug to get the foundry mission to come back up I was able to finally find the secret entrance. I had a hard time being able to do anything with it. It continued to say out of line of sight so it took a good bit of dancing to appease the Foundry Gods on this one. I ended up whispering the Author to find out if this was a recent change or if I missed something. Apparently I missed a flute somewhere but I got in anyway! Upon zoning out I was stuck under the graphic. I had to kill myself to move on.  So make sure you find the flute or you'll have to use an injury kit (or wait 3 minutes)!

Faults not by the author but the game! (These are issues that the author cannot help due to it being an issue within the game!)
*The trail for heading to the Tavern leads to a noble just standing near the door. If you don't pay attention you may get lost, angry, or fussy. 
*One Arm McGinty - He has two arms! Sadly, the foundry editor does not let us cut off arms.
*Gate behind the campfire (as if you wanted to turn and leave) is nothing but a blue background. (I can suggest dropping a wall there but that is it.
*After surrendering and leaving the instance I had trouble picking it back up. I could not rate and it was missing from my log. However, when I tried to pick it back up it said I already had it. *shakes fist* I had to relog to get it working again.


Suggestions
Town Crier - Perhaps remove one of the Hear Ye's. Three seems odd to me. Personal thing though!
I suggest adding a ! at the end of the sentence to take on a dangerous quest. He doesn't seem very loud or excited with a period (.). There is also a second part where I suggest adding a bit more excitement. This is when you accept the quest to go see the Magician. I suggest after each 'Thank you'.

One-Arm McGinty- Upon asking for drinks you might be able to active an item on the bar to allow them to pick it up and have it placed in their bags. I feel this would be a nice little addition and interaction.

Map Transition from Tavern to Magician
Upon leaving the tavern you are suddenly at the Magician's home. I had to look around like 'What?'. I suggest changing this to allow you to go back to Protector's Enclave and use a gate. Instantly teleporting to the Magician's home is awkward. OR! You could set it to where the Town-Crier will give you an item Icly that allows you to teleport to the home. It could be as simple as an orb appearing next to him and you clicking it as a map transition.

Ladder
The Ladder in the room with the Magician is kind of just there. I think placing it directly against a wall or bookcase would be awesome!

Grammar
While I am not the best I can suggest looking at the use of your commas. In several instances they are not needed. There were several but just minor things!

Campire in the Castle
The Campfire is on top of a blazer. It looks a bit odd. Perhaps moving it somewhere else?

Slaves
I suggest putting some clothes on them or finding some peasant models.  Too many naked people!

Invisible walls
There is an Invisible wall when you try and talk(?) to the bore. It goes away once you interact with him since you are able to do it from afar even if you do not select anything and just escape out. See what you can do to fix it because I have no idea on this one! There is also a second invisible wall when you go to the room with the Orge and wolves. You are able to interact with nothing to start up the fact he sees you. I believe now that this is what you were trying to do with the Bore. It is a bit awkward so I suggest looking in to changing this around to allow the player in to at least see both creatures as a contact and be able to move up to them.

Surrendering
Upon finally deciding to surrender to something (Kobolds...had to be the kobolds) they do not disappear. Perhaps making them disappear would be a nice addition? After all, you are able to say screw it and just fight them anyway! Also the teleporter that spawns is just in the air as nothing. So I am using..air(?) to teleport. Perhaps have an item spawn or a hole in the ground.

Fountain Vs the Blazer
Who will in?! Sorry, I had to do it! You have a fountain on top of a blazer and it has fire...underwater. The fountain is nice, I love it but seeing a fiery item in the water is awkward.

Secret Door
Had a lot of trouble getting past the 'Out of Line of Sight' issue. You have to stand in the perfect spot with your camera one way to get it to work. You can get in without the flute so I suggest setting it as an interaction only if you have the flute. This will fix other people from getting in there and getting stuck as I did it.

Encounters
I would like to see more encounters. Possibly make a few chains interactive and once you do a few Wererats or more Kobolds drop from the ceiling. This would fix the emptiness feeling I got from the castle.


Surefire

Upon speaking with him in the apartment he notes friends. Perhaps make it Friend(s)? I was alone..I have no friends ;-;

The Overall Rating: 4/5
After playing through this mission I decided to give it a 4/5. There were several neat things about this mission. Items! Lots of items! I enjoyed just searching every spot I could find. I even expected the chains to be interactive and have something drop on me. However, there were not many encounters. I enjoy puzzles and all but it felt empty inside. I figured if the 'villain' is looking for the orb his army/gang would have more of a presence.  The encounters that were in the dungeon fit the challenge well. I did this as a level 70 Great Weapon Fighter. It scaled well. Just remember that doing missions as a lower leveler may seem much easier!

With a few bug fixes and suggestions I can see this being a great dungeon for those who do not like to just hack away at mobs and collect a chest.
Hello! After reading the forums and seeing all the people who wish to have their new foundry mission reviewed I wished to help out! Seeing so many people with great foundry missions I figured it would be better to create a dedicated blog to the ones I review and give my overall impression of it. Perhaps even recommend it for others!

Remember, this is a new blog and I will only be taking a few Foundry Missions a week and creating a post per each one. In other words, I will be taking One (1) Foundry Mission a day per request! So if you would like to have your foundry mission featured, reviewed, and perhaps suggested to other players please toss me in ingame mail to Vio-Lena.