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Could we STICKY the current feature WANT list for the Foundry???

ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
edited May 2013 in The Foundry
I'd really like one list, of all the features foundry creators are looking for in creating their quests. I'd also like to see if we can prioritize them in some fashion. This I'm hoping gives us all one place to look before asking if its in the foundry yet or not and also maybe help us push things into development? So please respond here with very simple bullet pointed features you want to see, and if possible, put them in order of your highest priority. I will update this main post with each of these and see if we can get it stickied.

It is my opinion that in this game above all others all future development (aside from additional classes, clothing and new monsters) should be going into the foundry itself. Let the players create all the content, we are more than willing to do it, but only if the tools we're given can do everything we need!

Let me start the list and I will update right here:

* Music and sound effects added to a map DO NOT PLAY! (this one is huge)

* The NPC Wander option doesn't appear to be working. You can make them loop patrol, but Contact, Wander doesn't seem to

* Ability to create a full boss fight: This goes beyond just a couple of selections of hard difficulty solo selections. This should be the ability to SCRIPT a boss fight. For instance, when right clicking the encounter boss you could select things to happen at certain percentage of health. We should be able to script his abilities, actually CREATE the boss just like you create a player character. Give them the abilities they can use based on a point buy system.
(Please add comments and I will flesh this out based on them)

* Creating monsters: Right now you can customize a monster, but only based on player character clothing. My hope is that we can create full monsters using presets, then customize the clothing with a full line of monster garb. Also, to be able to create the monsters abilities like the bosses above. All of this could be done from selections of pre existing abilities based on a point system.

* Facial hair: Obviously we need to be able to add, delete or even change the color or type of facial hair

* Teleport: We would like the ability to teleport the player or players based on a location reached with no interacting with objects.

* The ability to have NPCs fight with the group if an encounter is started. (at the very least look like they are fighting even if they don't do damage)

* Ability to have npc's do things based on events. For example, I have 3 npcs sitting in a room and then a monster appears! I don't want the 3 npc's to just stand there motionless. I want them to turn to face the monster, or possible run away, etc.

* Monster size, when creating a monster or boss there should be a way to select its size no matter the model. S/M/L/Giant

* the ability to fly in the 3d editing mode to help with item placement

* the ability to place new items in 3d editing mode

* a "drop item" command in both the 2d map editor mode and the 3d editing toolbox that moves an item downward until it collides with geometry

* when a place marker spawns as part of a new "reach point" quest objective... if the player is inside the place marker already, the objective should immediately complete rather than the player having to leave and reenter the marker area

* the ability for "require item" checks in dialog to consume an item (thereby causing that prompt to not appear again); or if there is some technical reason that doesn't work (e.g. dialog trees must be static during their execution), then at least an option on individual "end dialog" paths to consume/remove an item

* when an NPC is used as a component in multiple dialog quest objectives, if the NPC is set to "disappear when this objective is completed", it should disappear when the LAST of all possible dialog quest objectives is completed, rather than immediately after the first dialog objective is complete -- for one thing, it's possible to create bugged content this way (NPC disappears but dialog objectives still exist that require interacting with them), but also it would greatly simplify creating an NPC that has multiple dialog objectives but does, eventually, need to disappear/be replaced... at the moment, if an NPC has to eventually disappear/be replaced after a dialog objective, it has to be replaced after every single unique dialog objective prior to the one you actually want it to disappear/be replaced on

* the ability to show hover text (like the hover text used in "reach point" quest nodes) on a successful interaction, not just on failed interactions

* door objects that have animated opening sequences when interacted with should still perform this open animation when they are the component of an "interact with item" quest; if this were the case, if someone DIDN'T want the door to open, they could use an invisible interactive instead, and both behaviors would be possible, whereas right now, it's impossible to open an animated door as part of a quest objective (at best you can just have a door/barrier "fade out")

* more binary state devices! switches, levers, buttons, more doors, etc... as a first pass, just like existing doors, something that has an animated, visible state change when interacted with, between two states, that can only happen once, and that can be made the component in an interact quest objective (and just like with the doors note above, the switch should still change state when it is the component in an interact quest objective)

* animated/stateful items like doors, switches, etc. should have a new option in addition to "appear" and "disappear", which would be "state change", that would toggle the animated states of the item (though just once); they should also have a new flag that controls whether they start in their first or second state; if the state change is triggered in this way, it should further trigger any "component complete" state changes attached to that item

* a "no wander" version of "fight to submission"... it can be worked around with invisible walls and triggers but we shouldn't have to.. (and for that matter, a "no wander" version of any other contact/encounter behaviors that currently include wandering)

* the ability to specify WHICH map in the storyboard should be the one used for generating the background image/map location on the quest overview screen, since for many quests the first one or two maps are just breadcrumb/intro spots inside NW and don't actually represent the primary theme/location of the quest

* and, of course, the ability to generate server-consistent pathing info in the foundry when we want to test the exact pathing behaviors that will be seen in-game, even if it's only a manual/on-demand process that takes a long time and doesn't try to stay up to date unless re-run

* an encounter should be able to have a "drop" item that you acquire after defeating the encounter

* there should be a "cutscene boss intro" special item that zooms the camera to the selected NPC/component, using the "cutscene/intro" overlay with customizable text superimposed on the title strip (defaults to target NPC/component name), just like you see in boss encounters in official mini-dungeon content now... it should have an appearance/trigger state that can be tied to all the usual stuff.. objective completed, component reached (so it can be used with place markers), etc...

* for that matter, a special item that does the far-out camera pan thing of those "vantage point" objects that can be placed and activated in a similar manner would be cool for showing off our maps or giving a broad view to platform/puzzle objectives... the important bit here is that simple is fine.. a single object with a fixed duration/camera pan path is more than enough to start with, assuming the overall object can be translated/rotated like any other (and that the camera pan path is in object space and translates/rotates with it)

This was just a start. I'm missing a ton of stuff, so please start commenting and I will add them to this list. Again, put them in your order of priority when listing them and if you want to flesh out more of what I've added, just put the number from my list and what you'd like to add.

NOTE: THESE ARE NOT PRIORITIZED YET. AS WE GET A FULLER LIST WE CAN COME BACK AND VOTE ON PRIORITIES
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Post edited by ellindar1 on

Comments

  • tambriktambrik Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 3 Arc User
    edited April 2013
    I haven't made anything for the Foundry yet. But I do agree with what you are saying. And would like to see other peoples insight as well.
  • nezroy123nezroy123 Member Posts: 165 Arc User
    edited April 2013
    There are a few simple tweaks I would like to see that would help a lot and aren't on your list yet:

    * the ability to fly in the 3d editing mode to help with item placement

    * the ability to place new items in 3d editing mode

    * a "drop item" command in both the 2d map editor mode and the 3d editing toolbox that moves an item downward until it collides with geometry

    * when a place marker spawns as part of a new "reach point" quest objective... if the player is inside the place marker already, the objective should immediately complete rather than the player having to leave and reenter the marker area

    * the ability for "require item" checks in dialog to consume an item (thereby causing that prompt to not appear again); or if there is some technical reason that doesn't work (e.g. dialog trees must be static during their execution), then at least an option on individual "end dialog" paths to consume/remove an item

    * when an NPC is used as a component in multiple dialog quest objectives, if the NPC is set to "disappear when this objective is completed", it should disappear when the LAST of all possible dialog quest objectives is completed, rather than immediately after the first dialog objective is complete -- for one thing, it's possible to create bugged content this way (NPC disappears but dialog objectives still exist that require interacting with them), but also it would greatly simplify creating an NPC that has multiple dialog objectives but does, eventually, need to disappear/be replaced... at the moment, if an NPC has to eventually disappear/be replaced after a dialog objective, it has to be replaced after every single unique dialog objective prior to the one you actually want it to disappear/be replaced on

    * the ability to show hover text (like the hover text used in "reach point" quest nodes) on a successful interaction, not just on failed interactions

    * door objects that have animated opening sequences when interacted with should still perform this open animation when they are the component of an "interact with item" quest; if this were the case, if someone DIDN'T want the door to open, they could use an invisible interactive instead, and both behaviors would be possible, whereas right now, it's impossible to open an animated door as part of a quest objective (at best you can just have a door/barrier "fade out")

    * more binary state devices! switches, levers, buttons, more doors, etc... as a first pass, just like existing doors, something that has an animated, visible state change when interacted with, between two states, that can only happen once, and that can be made the component in an interact quest objective (and just like with the doors note above, the switch should still change state when it is the component in an interact quest objective)

    * animated/stateful items like doors, switches, etc. should have a new option in addition to "appear" and "disappear", which would be "state change", that would toggle the animated states of the item (though just once); they should also have a new flag that controls whether they start in their first or second state; if the state change is triggered in this way, it should further trigger any "component complete" state changes attached to that item
    Quests: Fate of the Bonnie Kate (NW-DE6K6H63Q)
  • agentjasporagentjaspor Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 0 Arc User
    edited April 2013
    There was an awesome thread in the beta forums about this, I wonder if they'd consider moving it over here...
  • apocrs1980apocrs1980 Member, Neverwinter Beta Users, Silverstars Posts: 0 Arc User
    edited April 2013
    I thought they did? I guess not.... shame we need Zeb to jump on this.
    [SIGPIC][/SIGPIC]
    The Cragsteep Crypt - BETA
    Ravenloft
    Look for@Apocrs1980 or visit the main page here or Ravenloft here
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited April 2013
    The aurora toolset would not work in an mmo environment. That said... a lot of the things they allowed I do hope they implement here. The part I find funny is that everyone that talks about the Foundry acts as if what's there is all we get forever.. LOL. This game is in OPEN BETA. The list of wants/needs/wishful thinking is all about what's to come. Some before launch and PLENTY to come after. People need to just settle down, the foundry is a brand new implementation for an mmo environment, it will take time to get to the flexibility we want, and it will get there. Let's help them.
    Halls_Sig.jpg
  • nezroy123nezroy123 Member Posts: 165 Arc User
    edited April 2013
    A few more (hopefully simple) things that pop into mind. While there are major features I'd like to see as well, I'm really trying to stick to things that would be basic, incremental improvements to the existing toolkit.

    * a "no wander" version of "fight to submission"... it can be worked around with invisible walls and triggers but we shouldn't have to.. (and for that matter, a "no wander" version of any other contact/encounter behaviors that currently include wandering)

    * the ability to specify WHICH map in the storyboard should be the one used for generating the background image/map location on the quest overview screen, since for many quests the first one or two maps are just breadcrumb/intro spots inside NW and don't actually represent the primary theme/location of the quest

    * and, of course, the ability to generate server-consistent pathing info in the foundry when we want to test the exact pathing behaviors that will be seen in-game, even if it's only a manual/on-demand process that takes a long time and doesn't try to stay up to date unless re-run

    EDIT: Also, if you are serious about making this a one-stop sticky location for stuff that we'd like to see and putting in the effort to keep it up-to-date, then I suggest you take a look at this thread and compile out all of the unique answers from there into your list here...

    EDIT2: a few more...

    * an encounter should be able to have a "drop" item that you acquire after defeating the encounter

    * there should be a "cutscene boss intro" special item that zooms the camera to the selected NPC/component, using the "cutscene/intro" overlay with customizable text superimposed on the title strip (defaults to target NPC/component name), just like you see in boss encounters in official mini-dungeon content now... it should have an appearance/trigger state that can be tied to all the usual stuff.. objective completed, component reached (so it can be used with place markers), etc...

    * for that matter, a special item that does the far-out camera pan thing of those "vantage point" objects that can be placed and activated in a similar manner would be cool for showing off our maps or giving a broad view to platform/puzzle objectives... the important bit here is that simple is fine.. a single object with a fixed duration/camera pan path is more than enough to start with, assuming the overall object can be translated/rotated like any other (and that the camera pan path is in object space and translates/rotates with it)
    Quests: Fate of the Bonnie Kate (NW-DE6K6H63Q)
  • bobcat1313bobcat1313 Member Posts: 1,089 Arc User
    edited May 2013
    ellindar1 wrote: »
    The aurora toolset would not work in an mmo environment. That said... a lot of the things they allowed I do hope they implement here. The part I find funny is that everyone that talks about the Foundry acts as if what's there is all we get forever.. LOL. This game is in OPEN BETA. The list of wants/needs/wishful thinking is all about what's to come. Some before launch and PLENTY to come after. People need to just settle down, the foundry is a brand new implementation for an mmo environment, it will take time to get to the flexibility we want, and it will get there. Let's help them.

    I totally agree!
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Nezroy: I did see that thread and I have already started the endeavor. I will pull out everything from there that I can find unique to the current list we have going. I'm then going to take a shot at a Critical / High / Med / Low catorgization of the items pretty it up. Hopefully we can then get it stickied. Look for more tomorrow.
    Halls_Sig.jpg
  • brakkish1brakkish1 Member, Silverstars Posts: 0 Arc User
    edited May 2013
    ellindar1 wrote: »
    People need to just settle down, the foundry is a brand new implementation for an mmo environment..
    Simply not true.

    Star Trek Online as an example. http://sto.perfectworld.com/about/foundry
    If features aren't in the foundry, it's by design. Not "they just haven't got to it yet."
    And when we make suggestions like we are; it's not because we don't like the game, it's because we care enough to refine it.
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    brakkish1 wrote: »
    Simply not true.

    Star Trek Online as an example. http://sto.perfectworld.com/about/foundry
    If features aren't in the foundry, it's by design. Not "they just haven't got to it yet."
    And when we make suggestions like we are; it's not because we don't like the game, it's because we care enough to refine it.

    No, what you're pointing at is simply not true. STO's mission creator is NOT Neverwinter online. lol. Not even close. The rule sets, everything about it for the most part. I can't believe you even tried to compare it honestly.

    And obviously being a conspiracy theorist like yourself you feel they just designed the foundry to NOT have some of the most significant things included? To what, just make sure its no good? So they can't make money? Or WAIT! Maybe they designed without features not because its just in beta and they're putting a lot more work into it yet, but instead JUST TO FOIL YOUR PLANS TO MAKE A GREAT QUEST! lol

    Surely you're smarter than you're showing here...
    Halls_Sig.jpg
  • brakkish1brakkish1 Member, Silverstars Posts: 0 Arc User
    edited May 2013
    ellindar1 wrote: »
    No, what you're pointing at is simply not true. STO's mission creator is NOT Neverwinter online.
    They are made by the same developer. They use the same engine, only skinned differently. One Sci-fi, one D&D-ish. They are even named the same. I'm not sure why you're trying to argue this. "Foundry" being the common denominator here.

    In case you need to reference your intial statement:
    the foundry is a brand new implementation for an mmo environment

    I'll just leave it at that. If you still aren't able to see where you're mistaken, I don't have anything further to add. ;)
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