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Suggestion for adding Kits and Chests, without it being exploitable.

steampunkprogramsteampunkprogram Member Posts: 24 Arc User
edited May 2013 in The Foundry
The biggest problem with the foundry quests right now is that they have to be completely linear because there is only one single reward, and that is because we can't place kits or extra chests, for obvious exploitation reasons. However there is an easy solution to this problem, timers.

At first it seems clunky, to require that the player be in a dungeon for a period of time before the chest/kit unlocks but it actually makes sense if its just a limiting factor to the dungeon, lets say your dungeon takes 30 minutes to complete.

You can easily be sure that 15 minutes into it, they are not going to be done yet, so after 15 minutes, a single chest unlocks. you choose where this chest is, so you can figure out a place past the 15 minute mark that would be appropriate so that when the player arrives, the chest is already unlocked and they are ready to go. There could even be a few chests/kits unlocked every 10 minutes or so, allowing for a much longer adventure with side goals or just pushing extra goals.

This is really only exploitable by letting a person sit in a room waiting for all of the chests to unlock, but really that time could be spent camping a world chest just as easily so I think this is a perfect solution to the exploitation problem and would allow foundry quests to have ALOT more flavor!

Any comments on the suggestion are more then welcome, I'd like to start a dialog about this as its the only way to get the devs to really notice :)
Post edited by steampunkprogram on

Comments

  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    The biggest problem with the foundry quests right now is that they have to be completely linear because there is only one single reward, and that is because we can't place kits or extra chests, for obvious exploitation reasons. However there is an easy solution to this problem, timers.

    At first it seems clunky, to require that the player be in a dungeon for a period of time before the chest/kit unlocks but it actually makes sense if its just a limiting factor to the dungeon, lets say your dungeon takes 30 minutes to complete.

    You can easily be sure that 15 minutes into it, they are not going to be done yet, so after 15 minutes, a single chest unlocks. you choose where this chest is, so you can figure out a place past the 15 minute mark that would be appropriate so that when the player arrives, the chest is already unlocked and they are ready to go. There could even be a few chests/kits unlocked every 10 minutes or so, allowing for a much longer adventure with side goals or just pushing extra goals.

    This is really only exploitable by letting a person sit in a room waiting for all of the chests to unlock, but really that time could be spent camping a world chest just as easily so I think this is a perfect solution to the exploitation problem and would allow foundry quests to have ALOT more flavor!

    Any comments on the suggestion are more then welcome, I'd like to start a dialog about this as its the only way to get the devs to really notice :)

    Not so crazy about the Timer idea, but it would be good to have quests that branch off with various options/skills so that you can play the same quest three or four times with different endings each time. For example, in a crypt you could have one path accessible only to thieves, another accessible only to those with arcana, and another for clerics with the religion skill. Then you could also have dungeons that require all the skills to complete, which would mean they can't be solo'd.
    [SIGPIC][/SIGPIC]
  • rawrnesrawrnes Member Posts: 1 Arc User
    edited May 2013
    I totally agree I was a little disheartened when I learned I could not place alternative chests. I like secrets and enjoy giving that to ppl in dungeon. I would also like to suggest they add 3D editing to chests because I have a great place to put chest but I can't get it there cause my guestimating is not strong enough. Another thing they should have it where u can activate teleporter when a certain objective is complete that way when they have maybe an item it can seem like it unlocked a teleporter.
  • steampunkprogramsteampunkprogram Member Posts: 24 Arc User
    edited May 2013
    @wuhsin: I get why you might not like the timer idea, but really its just a method to prevent exploitation, if you have side goals, you just have a path that leads towards the side reward that has the chest, and if the path takes longer then the unlock, or the total time to get to the path and complete path, then the chest will already be unlocked :)
  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    rawrnes wrote: »
    I totally agree I was a little disheartened when I learned I could not place alternative chests. I like secrets and enjoy giving that to ppl in dungeon. I would also like to suggest they add 3d editing to chests because i have a great place to put check but I can get it there my guestimating is not strong enough. Another thing they should have it where u can activate teleporter when a certain objective is complete that way when they have maybe an item it can seem like it unlocked a teleporter.

    Yes, I wanted to activate a teleporter in my quest when a certain boss spawned, in case he killed you, so that you wouldn't have to walk forever to get back to him just to die again. Unfortunately, teleporters don't have any objective related options for when to appear. This is going to make a lot of dungeons a lot more tedious than they should be. I would love to be able to create checkpoints in my larger maps to save walking time.
    [SIGPIC][/SIGPIC]
  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    @wuhsin: I get why you might not like the timer idea, but really its just a method to prevent exploitation, if you have side goals, you just have a path that leads towards the side reward that has the chest, and if the path takes longer then the unlock, or the total time to get to the path and complete path, then the chest will already be unlocked :)

    The main reason I dislike the timer is because it will prevent people from having their quests branch off from the very start. So you'll end up playing the same content numerous times before you are able to explore the full depth of a quest.
    [SIGPIC][/SIGPIC]
  • steampunkprogramsteampunkprogram Member Posts: 24 Arc User
    edited May 2013
    wuhsin wrote: »
    The main reason I dislike the timer is because it will prevent people from having their quests branch off from the very start. So you'll end up playing the same content numerous times before you are able to explore the full depth of a quest.

    it really depends on what you want to use the chests for, this is more of in the context of a hidden room, or a skill check to unlock a hidden room to gain access to a chest, or just answering a riddle correctly. what you are talking about is optional quest goals over all
  • lanessar13lanessar13 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 8 Arc User
    edited May 2013
    There is an easier solution.
    • Only allow one skill item or chest per map.
    • Have a certain minimum of encounters tied to this, so that 10 encounters unlocks the ability to place this "item" (chest, what have you) on a map.
    • Rewards still get based on time played in that instance, so if you've played 30 seconds and open a chest, you get a white and a grey item. If you've played 15 minutes, it's a "normal" reward.
  • steampunkprogramsteampunkprogram Member Posts: 24 Arc User
    edited May 2013
    I thought about a single skill item or chest per map, and that idea does work, with my suggestion you could have longer maps that slowly include more however, like the first chest could unlock immediately. The main thing here is that, a correctly designed dungeon, you will never see a locked chest.
  • steampunkprogramsteampunkprogram Member Posts: 24 Arc User
    edited May 2013
    also, min encounters would be really exploitable.

    Which presents another benefit to timers, a non-combat dungeon. where it is just puzzles.
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