1.) Will the foundry support an entire storyline thru a chain of quests, or does this all need to be tied into 1 quest? Could there be a 2nd quest that requires you to have completed the 1st one in order to accept it?
2.) Can we set level requirements (or any other requirement) for quests?
3.) Are there palpable quest items (example: stone figurine the tavern wench wants you to bring her), and do these quest items take up inventory space, can they be destroyed, and if quest items DO take up inventory space, how will inventory management work out with there being so many possible quest items from so many different quests?
4.) Can the Foundry be used to create non-CGI cutscenes (the type of cutscene where you cannot control your character or the camera), or other simple scripted scenes where for example, an NPC walks over to a door and shoots a beam at it to bust it down (while still being able to move your own character/camera).
5.) Will it be possible to get ahold of the Foundry and start working on our projects before release?
6.) Will the Foundry be available in beta and will published content carry over to release?
ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited September 2012
1.) It will support both, either at release or sometime after release.
2.) Yes.
3.) There's no information on this as far as I know as of this point.
4.) Again, no information.
5.) Yes, at the point that the game enters Closed and Open Beta however they have not stated whether or not Foundry content will be wiped at the end of the Beta.
6.) Refer to #5 haha.
I'm afraid I have no references although they may be in Truthseeker's excellent FAQ at the top of this forum.
1.) Will the foundry support an entire storyline thru a chain of quests, or does this all need to be tied into 1 quest? Could there be a 2nd quest that requires you to have completed the 1st one in order to accept it?
2.) Can we set level requirements (or any other requirement) for quests?
3.) Are there palpable quest items (example: stone figurine the tavern wench wants you to bring her), and do these quest items take up inventory space, can they be destroyed, and if quest items DO take up inventory space, how will inventory management work out with there being so many possible quest items from so many different quests?
4.) Can the Foundry be used to create non-CGI cutscenes (the type of cutscene where you cannot control your character or the camera), or other simple scripted scenes where for example, an NPC walks over to a door and shoots a beam at it to bust it down (while still being able to move your own character/camera).
5.) Will it be possible to get ahold of the Foundry and start working on our projects before release?
6.) Will the Foundry be available in beta and will published content carry over to release?
1.) It will support both, either at release or sometime after release.
2.) Yes.
3.) There's no information on this as far as I know as of this point.
4.) Again, no information.
5.) Yes, at the point that the game enters Closed and Open Beta however they have not stated whether or not Foundry content will be wiped at the end of the Beta.
6.) Refer to #5 haha.
I'm afraid I have no references although they may be in Truthseeker's excellent FAQ at the top of this forum.
Above reply summarizes all. So I will just give source:-
1) source 1
2) source 2
I'll make sure this information is stated as clearly as I can in my Foundry section. BTW, the second link does not load the video gillrmn in IE9, as well as other foundry links it just loads a "PAX 2012 - Neverwinter Foundry demonstration and Q&A with Andy " Youtube link, but stops at a black video screen.
However, when I opened some with Chrome, it loaded. This sometimes happened with Chrome didn't load but IE did, so if a link does not load, try another browser.
Edit: updated noting some links didn't work in IE only.
Edit: updated the above questions to have an answer on setion II of my FAQ and added a Foundry FAQ for question 6. Also added a FAQ answering the game itself will take place in Neverwinter and the Sword Coast, since that's what is available in the Foundry plus what Mapolis answered. Provided quotes when needed.
As a 4e aficionado I couldn't care too much less about customising the character appearance.
My far greater concern is that Cryptic are going to stick us with very little in terms of mechanical customisation - that we will be stuck with the "Essentials Builds". That'd be guaranteed to alienate the bulk of the D&D 4e community. I'll buy a gold sub in a heartbeat if there's a full feature character builder. If it's all pregens I'll stay silver.
Anyway off to research this some more... Maybe even fork another thread on the matter... Any links anyone cares to share would be appreciated (re-reading the FAQ yet again now).
Edit: updated the above questions to have an answer on setion II of my FAQ and added a Foundry FAQ for question 6. Also added a FAQ answering the game itself will take place in Neverwinter and the Sword Coast, since that's what is available in the Foundry plus what Mapolis answered. Provided quotes when needed.
video one of his characters selection is a level 1 cleric
0
iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
As a 4e aficionado I couldn't care too much less about customising the character appearance.
My far greater concern is that Cryptic are going to stick us with very little in terms of mechanical customisation - that we will be stuck with the "Essentials Builds". That'd be guaranteed to alienate the bulk of the D&D 4e community. I'll buy a gold sub in a heartbeat if there's a full feature character builder. If it's all pregens I'll stay silver.
Anyway off to research this some more... Maybe even fork another thread on the matter... Any links anyone cares to share would be appreciated (re-reading the FAQ yet again now).
Well, there is theirs and mine, and I updated the questions and answers on mine relating to this thread. We're all wondering about the builds, which I explained what it is in both PnP and this MMO there:
...Unlike other tabletop D&D editions, 4th edition balances the characters by assigning roles similar to what is found in other online MMO games. (This Neverwinter Online game is the first MMO attmpting to use 4th edition in an actual online game.) Instead of the "MMO Triangle" however, there are four "roles" assigned in the "tabletop" game. Those roles are as follows:
Controller--Controllers focus on affecting multiple targets at once, either damaging or debuffing them, or altering the battlefield's terrain.
Defender--Defenders focus on blocking attacking enemies and focusing their attacks on themselves.
Leader--Leaders are focused on buffing and healing allies.
Striker--Strikers are focused on mobility, dealing heavy damage to single targets and avoiding attacks.
So, a fighter would be a defender role, a rogue a striker role and a wizard a controller roll.
The tabletop (or pen and paper) Fourth Edition game also offers suggestions on how to "set up" your classes called "builds." For instance, if you are creating a wizard, and you want to make a wizard that is more offensive attacking than enemy control oriented, there is a build called "War Wizard" that suggests how to allocate your attributes, specialization feats and attack powers.
Neverwinter Online "Builds" allow you to further "customize" your class so you could have something like a "brutal rogue" focusing more on the damage side than the vulnerability of "sneaky attacks." This means that your character may also take one one or more of the previously mentioned "roles" in the above as a secondary role also. (At the time of this posting, builds are pre-set, and there is not a confirmed number how many builds each class will get on character creation, but this section may change as we receive more information.)
But we're woefully under-informed on how they will work at the time of this reply. Rest assured, once we get any new info on builds/character creation, or it is sent to me, I'll update my FAQ with it
Yeah that's why I went to (1) your FAQ and then (2) to their FAQ and finally (3) did some searches on these here forums and via Google.
I could swear I recently saw comments that "there wouldn't be that many build options, but that won't matter". Of course, I can't find that when I wanted it lol. As per your FAQ there doesn't seem to be anything about this. We'll probably have to wait until at least beta to find out. I'll just keep hoping gold sub will get me what I'm after until then
4.) Can the Foundry be used to create non-CGI cutscenes (the type of cutscene where you cannot control your character or the camera), or other simple scripted scenes where for example, an NPC walks over to a door and shoots a beam at it to bust it down (while still being able to move your own character/camera).
We don't currently have this feature slated for launch, but we do have a tool that is separate from the Foundry that can record demos, and we use this tech to create our cutscenes... So it's only a matter of time before it gets added to the Foundry.
Cutting to the chase:
3.) Are there palpable quest items (example: stone figurine the tavern wench wants you to bring her), and do these quest items take up inventory space, can they be destroyed, and if quest items DO take up inventory space, how will inventory management work out with there being so many possible quest items from so many different quests?
Yes, you can currently create quest items, assign an icon to them, and put them into the player's inventory. You can then use them as objectives and have NPCs take them from the player's inventory. I think the player can destroy them too.
0
iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited September 2012
What can I say but updated my FAQ's section II Foundry section yet again to include all of Mapolis' fantastic responses!
One question I have which goes both for main and user generated quests:
If we have a quest and a full inventory, is the quest item unable to be picked up (and dropped or the quest is halted,) or does it go into an "overflow" stack?
What can I say but updated my FAQ's section II Foundry section yet again to include all of Mapolis' fantastic responses!
One question I have which goes both for main and user generated quests:
If we have a quest and a full inventory, is the quest item unable to be picked up (and dropped or the quest is halted,) or does it go into an "overflow" stack?
Thanks for your diligence with that FAQ Truth, i'm impressed
I don't think the inventory system is quite complete yet, but at the moment you can eventually fill up your bags and must consume, sell or destroy items to free up space.
0
iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
Thanks for your diligence with that FAQ Truth, i'm impressed
I don't think the inventory system is quite complete yet, but at the moment you can eventually fill up your bags and must consume, sell or destroy items to free up space.
My diligence? We have a Cryptic person here posting after midnight eastern time. Thank you for your timeless hard work!!
And I'll note the inventory response as of this date (in my FAQ's Section II's Foundry part,) and if it afters, I'll change the answer to reflect that modification.
Thanks for your diligence with that FAQ Truth, i'm impressed
I don't think the inventory system is quite complete yet, but at the moment you can eventually fill up your bags and must consume, sell or destroy items to free up space.
Cheers Crypticmapolis! I'll echo Truth's response, thank you for taking the time to read and respond. The time you posted is duly noted. Outstanding
Thanks for your diligence with that FAQ Truth, i'm impressed
I don't think the inventory system is quite complete yet, but at the moment you can eventually fill up your bags and must consume, sell or destroy items to free up space.
Mapolis, if I may suggest creating a tab in the inventory interface that caters to quest items only, and has no item limit? Look to Lord of the Rings Online for a good example of how this works.
Also, for the sake of foundry missions, in order to preserve database integrity, I am assuming that quest items created for foundry missions are persistant in inventory only while the mission in question is active? If these items were to remain persistant in the database beyond the context of a mission, then would widespread use of the Foundry eventually lead to the database becoming overcrowded?
I read somewhere that a lot of server-side lag in Star Wars Galaxies was due to the massive number of varriants of the same item present in the database, introduced via crafting, and with stat-based resources that constantly shifted, a massive collection of varriable-statted objects introduced the same way. Does this risk not exist here?
I'm not really a John Galt,
but I play one on the forums...
:P
0
iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
Mapolis, if I may suggest creating a tab in the inventory interface that caters to quest items only, and has no item limit? Look to Lord of the Rings Online for a good example of how this works.
Also, for the sake of foundry missions, in order to preserve database integrity, I am assuming that quest items created for foundry missions are persistant in inventory only while the mission in question is active? If these items were to remain persistant in the database beyond the context of a mission, then would widespread use of the Foundry eventually lead to the database becoming overcrowded?
I read somewhere that a lot of server-side lag in Star Wars Galaxies was due to the massive number of varriants of the same item present in the database, introduced via crafting, and with stat-based resources that constantly shifted, a massive collection of varriable-statted objects introduced the same way. Does this risk not exist here?
Good points! I completely forgot about that SWG problem!
Dunno if i miss this information from all the foundry videos i saw but i would like to ask how the dungeon lvl will be implemented. I mean, will the foundry automaticly set the level of the quest according to the encounters authors added or will be the author that will set the quest lvl ???
Does anyone knows how the quest level will work ??
0
iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
Dunno if i miss this information from all the foundry videos i saw but i would like to ask how the dungeon lvl will be implemented. I mean, will the foundry automaticly set the level of the quest according to the encounters authors added or will be the author that will set the quest lvl ???
Does anyone knows how the quest level will work ??
I re-watched the videos and it was not clear if you can choose the level of creatures and get easy/medium/hard or there was some tiering that restricted the range of levels which can be chosen in easy/medium/hard. This is the thing we need a Dev clarification on.
Mapolis, if I may suggest creating a tab in the inventory interface that caters to quest items only, and has no item limit? Look to Lord of the Rings Online for a good example of how this works.
Also, for the sake of foundry missions, in order to preserve database integrity, I am assuming that quest items created for foundry missions are persistant in inventory only while the mission in question is active? If these items were to remain persistant in the database beyond the context of a mission, then would widespread use of the Foundry eventually lead to the database becoming overcrowded?
I read somewhere that a lot of server-side lag in Star Wars Galaxies was due to the massive number of varriants of the same item present in the database, introduced via crafting, and with stat-based resources that constantly shifted, a massive collection of varriable-statted objects introduced the same way. Does this risk not exist here?
Actually I'll have to retract what I said earlier. It looks like we do have overflow bags, and Foundry quest items get destroyed when the quest is completed or dropped. I think the overflow bags have a limit, but that could change. Thanks for the info tho, I'll have to check out LOTRO's latest inventory system.
0
iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
I re-watched the videos and it was not clear if you can choose the level of creatures and get easy/medium/hard or there was some tiering that restricted the range of levels which can be chosen in easy/medium/hard. This is the thing we need a Dev clarification on.
Actually I'll have to retract what I said earlier. It looks like we do have overflow bags, and Foundry quest items get destroyed when the quest is completed or dropped. I think the overflow bags have a limit, but that could change. Thanks for the info tho, I'll have to check out LOTRO's latest inventory system.
Outstanding! I'll mod that now on my Foundry FAQ section.
Edit: What I'm not clear on still though is do our character levels select the level of the Foundry missions which chooses the monster ranges, or do the encounters we place as authors end up selecting the foundry "level range" mission itself?
Edit; Ahh, found this older posting; is the scaling still true?
Originally Posted by rendalyn
Questions.
1. Can you increase the size of the aggro spheres?
2.Can you set monsters to use stealth?
3.Can you speed up monsters attacks and movement? 4. Can any level player character enter your adventure? And if they could, is your adventure set to the level of that player?
Thanks for answering our questions!!
2. You can't alter the powers a monster has currently. However you can trigger them to spawn in when the player walks into a specific area or completes and objective.
3. This would still be considered altering monster powers, which is not allowed currently.
4. I believe the content scales to player level at this time.
So I just asked our lead Foundry programmer about this and it looks like currently all Foundry quests are levelless. This means any Foundry quest will be open to any player, and the monster difficulty will scale to the player level. This is how it works on STO, however there are additional restrictions in STO's enemy groups that make missions with high level enemies closed off to low level players.
We'll see how it works out in Beta, but I expect we will be tweaking how this works based on feedback.
We don't currently have this feature slated for launch, but we do have a tool that is separate from the Foundry that can record demos, and we use this tech to create our cutscenes... So it's only a matter of time before it gets added to the Foundry.
So I just asked our lead Foundry programmer about this and it looks like currently all Foundry quests are levelless. This means any Foundry quest will be open to any player, and the monster difficulty will scale to the player level. This is how it works on STO, however there are additional restrictions in STO's enemy groups that make missions with high level enemies closed off to low level players.
We'll see how it works out in Beta, but I expect we will be tweaking how this works based on feedback.
Thanks for the quick answer crypticmapolis.
Sounds to be a good system for me, it means everyone can see all UGC quests no matter what level u are Although ur answer lead me to another question lol
I think i heard that diferent difficulties will be available, so my question is if there will be implemented in foundry missions aswell, and how hard authors can design a quest, can be they similar to delves dungeons??
Think that can be important because of the end game content and how huge end game expirience this game can have if authors will be able to create challanging quests, even for the more hardcore players
Thanks in advance.
0
iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
So I just asked our lead Foundry programmer about this and it looks like currently all Foundry quests are levelless. This means any Foundry quest will be open to any player, and the monster difficulty will scale to the player level. This is how it works on STO, however there are additional restrictions in STO's enemy groups that make missions with high level enemies closed off to low level players.
We'll see how it works out in Beta, but I expect we will be tweaking how this works based on feedback.
Excellent. My final update on this specific for a while I hope! With the newer details that the Foundry can do, I suspect the restrictions done by STO are likely moot.
mokahMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited September 2012
Can an author of UGC change the player's appearance into other models in the game for story purposes?
For example, I have a quest where the player must infiltrate a den of goblins for a local wizard. To accomplish this the player is transformed to look like a member of the goblin tribe.
Will this sort of functionality be available in the Foundry?
This functionality was available in Champions Online in the mission A Walk in the Park
Another question: In the recent PAX videos we saw the developer place down art assets into a room selected from a pallet. For example, a lion statue was placed in the center of a room. When play-tested the statue was gigantic and filled the room. Could the developer scaled the statue so that it fit better into the room?
Can you scale and rotate these art assets allowing authors to combine them in such ways as to create new items and decorations?
Can you tint these same art assets? Do the room decoration models (most NWN builders call them "placeables") have tint maps, like the NPC's do?
"What about custom loot? Is that a possibility for a reward with custom quests?
Andy "That’s our next big problem to tackle: We certainly want to do at least something. Whether that is like a Chinese-menu style menu that says “you’re level 20 so you can add on X enhancements to this loot item”, or it’s something else, that’s on our short list of things to really push for before launch."
Sounds to be a good system for me, it means everyone can see all UGC quests no matter what level u are Although ur answer lead me to another question lol
I think i heard that diferent difficulties will be available, so my question is if there will be implemented in foundry missions aswell, and how hard authors can design a quest, can be they similar to delves dungeons??
While there's no general difficulty level you can set for your quests, there are certainly monster encounters that range in difficulty. There are plenty of ways to make your quest more difficult, but a 5 man dungeon delve is sort of a different class of quest that we need to implement some extra features for. I'm not sure if that would be in by launch, but it's important enough to make it in soon after at the latest.
Can an author of UGC change the player's appearance into other models in the game for story purposes?
Not at the moment, but our engine obviously supports that kind of thing so I could see it happening at some point. Not sure where this would sit on our list of priorities though...
0
iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
Originally Posted by macabrivs Thanks for the quick answer crypticmapolis.
Sounds to be a good system for me, it means everyone can see all UGC quests no matter what level u are Although ur answer lead me to another question lol
I think i heard that diferent difficulties will be available, so my question is if there will be implemented in foundry missions aswell, and how hard authors can design a quest, can be they similar to delves dungeons??
While there's no general difficulty level you can set for your quests, there are certainly monster encounters that range in difficulty. There are plenty of ways to make your quest more difficult, but a 5 man dungeon delve is sort of a different class of quest that we need to implement some extra features for. I'm not sure if that would be in by launch, but it's important enough to make it in soon after at the latest.
Originally Posted by mokah Can an author of UGC change the player's appearance into other models in the game for story purposes?
Not at the moment, but our engine obviously supports that kind of thing so I could see it happening at some point. Not sure where this would sit on our list of priorities though...
I knew about the former and posted the info already, but in regards to the PC alteration, it's now a "wishlist" answer. Since the priorities are unknown I'll hold off this one in the FAQ Q&A until a decision on how important this will be by you all over in Cryptic/PWE.
Not at the moment, but our engine obviously supports that kind of thing so I could see it happening at some point. Not sure where this would sit on our list of priorities though...
That is disappointing, but at least it's not a "no"
Another question:
Will we be able to design quest that award non-combat rewards, such as talking your way out of a fight or solving a puzzle or answering a riddle? All these are hallmarks of DnD and would be very welcomed as question options.
While there's no general difficulty level you can set for your quests, there are certainly monster encounters that range in difficulty. There are plenty of ways to make your quest more difficult, but a 5 man dungeon delve is sort of a different class of quest that we need to implement some extra features for. I'm not sure if that would be in by launch, but it's important enough to make it in soon after at the latest.
I suspect that is duo the end game bosses in those delves with their special attacks, would be great in future to have a way to costumise those end game bosses by having a list of special attack that we can attach to the bosses. (with the correct limitations ofc)
Rly glad to see u guys are first working on major priorities to make foundry a great tool, and much more glad to see u have plans for toons more things to add
Well then, I've got tiny question ;-) Is experience awarded only for battle/completing quests? Or is it possible to give experience for fulfilling certain tasks during a quest or for dialogues? Like for example the way it was in Planescape: Torment?
Comments
2.) Yes.
3.) There's no information on this as far as I know as of this point.
4.) Again, no information.
5.) Yes, at the point that the game enters Closed and Open Beta however they have not stated whether or not Foundry content will be wiped at the end of the Beta.
6.) Refer to #5 haha.
I'm afraid I have no references although they may be in Truthseeker's excellent FAQ at the top of this forum.
1) source 1
2) source 2
I'll make sure this information is stated as clearly as I can in my Foundry section. BTW, the second link does not load the video gillrmn in IE9, as well as other foundry links it just loads a "PAX 2012 - Neverwinter Foundry demonstration and Q&A with Andy "
Youtube link, but stops at a black video screen.
However, when I opened some with Chrome, it loaded. This sometimes happened with Chrome didn't load but IE did, so if a link does not load, try another browser.
Edit: updated noting some links didn't work in IE only.
Edit: updated the above questions to have an answer on setion II of my FAQ and added a Foundry FAQ for question 6. Also added a FAQ answering the game itself will take place in Neverwinter and the Sword Coast, since that's what is available in the Foundry plus what Mapolis answered. Provided quotes when needed.
My far greater concern is that Cryptic are going to stick us with very little in terms of mechanical customisation - that we will be stuck with the "Essentials Builds". That'd be guaranteed to alienate the bulk of the D&D 4e community. I'll buy a gold sub in a heartbeat if there's a full feature character builder. If it's all pregens I'll stay silver.
Anyway off to research this some more... Maybe even fork another thread on the matter... Any links anyone cares to share would be appreciated (re-reading the FAQ yet again now).
video one of his characters selection is a level 1 cleric
Well, there is theirs and mine, and I updated the questions and answers on mine relating to this thread. We're all wondering about the builds, which I explained what it is in both PnP and this MMO there:
But we're woefully under-informed on how they will work at the time of this reply. Rest assured, once we get any new info on builds/character creation, or it is sent to me, I'll update my FAQ with it
Yeah that's why I went to (1) your FAQ and then (2) to their FAQ and finally (3) did some searches on these here forums and via Google.
I could swear I recently saw comments that "there wouldn't be that many build options, but that won't matter". Of course, I can't find that when I wanted it lol. As per your FAQ there doesn't seem to be anything about this. We'll probably have to wait until at least beta to find out. I'll just keep hoping gold sub will get me what I'm after until then
We don't currently have this feature slated for launch, but we do have a tool that is separate from the Foundry that can record demos, and we use this tech to create our cutscenes... So it's only a matter of time before it gets added to the Foundry.
Yes.
Yes.
Edit:
Yes, you can currently create quest items, assign an icon to them, and put them into the player's inventory. You can then use them as objectives and have NPCs take them from the player's inventory. I think the player can destroy them too.
One question I have which goes both for main and user generated quests:
If we have a quest and a full inventory, is the quest item unable to be picked up (and dropped or the quest is halted,) or does it go into an "overflow" stack?
Thanks for your diligence with that FAQ Truth, i'm impressed
I don't think the inventory system is quite complete yet, but at the moment you can eventually fill up your bags and must consume, sell or destroy items to free up space.
And I'll note the inventory response as of this date (in my FAQ's Section II's Foundry part,) and if it afters, I'll change the answer to reflect that modification.
Cheers Crypticmapolis! I'll echo Truth's response, thank you for taking the time to read and respond. The time you posted is duly noted. Outstanding
TYRS PALADIUM - A Premier Neverwinter Online Guild
No Drama. Camaraderie. TEAM Focus. That's the TYRS way. If that's your style, come join us!
Research our Guild here: Read our official Recruitment thread | Sign up here: Tyrs Guild Website! | NEVERWINTER GUILD LEADERS: Join the Fellowship!
Such posting heroism is duly noted in my FAQ as well.
Mapolis, if I may suggest creating a tab in the inventory interface that caters to quest items only, and has no item limit? Look to Lord of the Rings Online for a good example of how this works.
Also, for the sake of foundry missions, in order to preserve database integrity, I am assuming that quest items created for foundry missions are persistant in inventory only while the mission in question is active? If these items were to remain persistant in the database beyond the context of a mission, then would widespread use of the Foundry eventually lead to the database becoming overcrowded?
I read somewhere that a lot of server-side lag in Star Wars Galaxies was due to the massive number of varriants of the same item present in the database, introduced via crafting, and with stat-based resources that constantly shifted, a massive collection of varriable-statted objects introduced the same way. Does this risk not exist here?
but I play one on the forums...
:P
Good points! I completely forgot about that SWG problem!
Does anyone knows how the quest level will work ??
I re-watched the videos and it was not clear if you can choose the level of creatures and get easy/medium/hard or there was some tiering that restricted the range of levels which can be chosen in easy/medium/hard. This is the thing we need a Dev clarification on.
Actually I'll have to retract what I said earlier. It looks like we do have overflow bags, and Foundry quest items get destroyed when the quest is completed or dropped. I think the overflow bags have a limit, but that could change. Thanks for the info tho, I'll have to check out LOTRO's latest inventory system.
Outstanding! I'll mod that now on my Foundry FAQ section.
Edit: What I'm not clear on still though is do our character levels select the level of the Foundry missions which chooses the monster ranges, or do the encounters we place as authors end up selecting the foundry "level range" mission itself?
Edit; Ahh, found this older posting; is the scaling still true?
We'll see how it works out in Beta, but I expect we will be tweaking how this works based on feedback.
You guys Rock....ROCK I SAY! b:victory
Thanks for the quick answer crypticmapolis.
Sounds to be a good system for me, it means everyone can see all UGC quests no matter what level u are Although ur answer lead me to another question lol
I think i heard that diferent difficulties will be available, so my question is if there will be implemented in foundry missions aswell, and how hard authors can design a quest, can be they similar to delves dungeons??
Think that can be important because of the end game content and how huge end game expirience this game can have if authors will be able to create challanging quests, even for the more hardcore players
Thanks in advance.
Excellent. My final update on this specific for a while I hope! With the newer details that the Foundry can do, I suspect the restrictions done by STO are likely moot.
For example, I have a quest where the player must infiltrate a den of goblins for a local wizard. To accomplish this the player is transformed to look like a member of the goblin tribe.
Will this sort of functionality be available in the Foundry?
This functionality was available in Champions Online in the mission A Walk in the Park
Another question: In the recent PAX videos we saw the developer place down art assets into a room selected from a pallet. For example, a lion statue was placed in the center of a room. When play-tested the statue was gigantic and filled the room. Could the developer scaled the statue so that it fit better into the room?
Can you scale and rotate these art assets allowing authors to combine them in such ways as to create new items and decorations?
Can you tint these same art assets? Do the room decoration models (most NWN builders call them "placeables") have tint maps, like the NPC's do?
Q and A link, get what you will out of it.
"What about custom loot? Is that a possibility for a reward with custom quests?
Andy "That’s our next big problem to tackle: We certainly want to do at least something. Whether that is like a Chinese-menu style menu that says “you’re level 20 so you can add on X enhancements to this loot item”, or it’s something else, that’s on our short list of things to really push for before launch."
by Josh Wittenkeller
Bumpity Bump BUmp
Has spelt Andy's name incorrect
While there's no general difficulty level you can set for your quests, there are certainly monster encounters that range in difficulty. There are plenty of ways to make your quest more difficult, but a 5 man dungeon delve is sort of a different class of quest that we need to implement some extra features for. I'm not sure if that would be in by launch, but it's important enough to make it in soon after at the latest.
Not at the moment, but our engine obviously supports that kind of thing so I could see it happening at some point. Not sure where this would sit on our list of priorities though...
I knew about the former and posted the info already, but in regards to the PC alteration, it's now a "wishlist" answer. Since the priorities are unknown I'll hold off this one in the FAQ Q&A until a decision on how important this will be by you all over in Cryptic/PWE.
That is disappointing, but at least it's not a "no"
Another question:
Will we be able to design quest that award non-combat rewards, such as talking your way out of a fight or solving a puzzle or answering a riddle? All these are hallmarks of DnD and would be very welcomed as question options.
Combat isn't everything.
I suspect that is duo the end game bosses in those delves with their special attacks, would be great in future to have a way to costumise those end game bosses by having a list of special attack that we can attach to the bosses. (with the correct limitations ofc)
Rly glad to see u guys are first working on major priorities to make foundry a great tool, and much more glad to see u have plans for toons more things to add
Thanks for answering our questions