We have quests, but the zones are limited to 5 people. I would like to see an expansion to foundry Quest categories to add a Zones category, as saved then in a foundry options. This means you create a map, something you would like use for roleplay ,events or mass adventuring.
The new technology would be, that whoever has that 'quest/zone' will spawn into the same zone as everyone else, regardless if they are in the party or not. The character limit could be big enough to fit maybe up to 45 people(whatever technology/hardware supports), and then it will create a new instance. The map would remain active as long somebody is in it. Republishes would maybe update the map live or maybe it would require for the zone to close, whichever is possible.
In addition, map changes in a 'Zone' quest can be entered and exited at will, returning to the same maps. So if you had a city map, and added an inn ...everyone would still come to the same zone. If we could choose to set mobs to have a respawn rate, we could make our own Adventure Zones. Timer limits exploitability would be up to Cryptics discretion.
If we had this kind of technology, then not only would Neverwinter be expanding it's adventures, but also environments.
This is exactly what I want! I would make both rich rp maps and alternative levelling zones, and I'd make open, exploration rewarding zones, but we would need a few more tools, besides just persistent maps. A few ideas:
-Shops (like the NPCs at the beginning of every area, I don't think it could be exploited in any way)
-quests and sidequests, both appearing on the quest tracker.
-quests actually giving experience (they would have to find a way to not allow exploitation of easy quests)
-quest saving, If I finish 3 quests and then zone out and then I go back in the same quests should still be finished.
-bigger maps with more asset limits
Basically give us the tools to create REAL, alternative zones, for levelling or exploration.
Shops... yes please. It wouldn't hurt anything to add a simple potion vendor.
[SIGPIC][/SIGPIC] The Deep Scar: A unique event farming / exploration quest line that evolves into an world of its own. Want to be an NPC guest of the Deep Scar campaign? Click here!
I love the idea of shops as well. I know we can buy our potions before we go, but sometimes you might not notice until you get to an area that you're running low.
Also, being able to save you're place in a foundry quest would be great. It would make it possible to do really long, in depth quests, and make even the slightly longer quests less daunting to players if they could come back to finish them later.
My main concern about zones, is that it would be a huge undertaking to do it right. (Think about how many encounters/details there would need to be in a zone that can service 40+ players) I'm really not sure I'd want someone who was brand new to the foundry (Counting myself in this, btw), to be able to take on something like a zone. If that was made available, I think it should be something you'd have to earn, like getting so many foundry achievements before it's open to you.
I would love to be able to specify an alternate zone when exiting the foundry quest.
I'd love to do something like a caravan escort, or just a "road trip" between PE and Ebon Downs, or PE and Vellosk, etc.
I would really, really love vendors as well -- especially if we can specify which "common" wares they sell -- i.e. potions, foods, as well as be able to specify a small silver/copper price for "quest items" as well. It is an exercise in frustration trying to create a "working" vendor in the foundry. I can create "change" mechanisms, but it gets really lame exchanging a "Calimport Gold piece" and making the user "pickup" 5 different 2sp "coins" to spend among the "vendors."
There should be an option when creating a new foundry quests between making a foundry story (the ones we have now), or a new foundry zone.
Foundry zones would need some differences though:
-The most important thing to make such a thing work would be to have the maps to be persistent, at least as long as there is people on it. This change alone would mean the world to many of us foundry authors.
-Being able to have sidequests would be very cool to make quest chains like in regular zones.
-respawning enemies are needed of course.
-bigger maps with more assets would be very useful to make these zones more interesting.
There should be an option when creating a new foundry quests between making a foundry story (the ones we have now), or a new foundry zone.
Foundry zones would need some differences though:
-The most important thing to make such a thing work would be to have the maps to be persistent, at least as long as there is people on it. This change alone would mean the world to many of us foundry authors.
-Being able to have sidequests would be very cool to make quest chains like in regular zones.
-respawning enemies are needed of course.
-bigger maps with more assets would be very useful to make these zones more interesting.
I'd love that, the possibilities with such a feature would be endless.
Another thing I'd love to have is the ability to remove pre-placed things from the detailed maps, especially those that are copied over from the official areas. Structures like buildings being a fixed part I'm fully ok with, but things like lightsources should be editable...
Indeed, also quests would need to give experience too, like in real zones.
they could even make it so some basic quests give a preset amount of exp (scaling with lv of course)
basic preset quests could be for instance:
-kill X amount of enemies
-kill enemies to get X amount of items
-interact with X amount of assets in the map
of course we can make more varied quests, but those could be some preset ones, although I'm probably just day dreaming now XD
they could even make it so some basic quests give a preset amount of exp (scaling with lv of course)
basic preset quests could be for instance:
-kill X amount of enemies
-kill enemies to get X amount of items
-interact with X amount of assets in the map
of course we can make more varied quests, but those could be some preset ones, although I'm probably just day dreaming now XD
Please don't encourage people to make "kill x enemies" quests. There are more than enough of those already. I want to throw those quests in a fire. I am all for having quests provide XP (though I'm not certain they don't already; at least a little) and even zones where we can accept multiple quests and side-quests; have vendors, and so forth, but please don't encourage the foundry to reproduce the same dull trivium we are subjected to by Cryptic.
Enemies on predefined maps do respawn a few minutes after you leave their aggro radius. I can play Old Magic on elite difficulty and farm elite mobs at the respawn point all day long.
Well, yes, if we want them to play EXACTLY like default zones, then yes, we need those kind of quests; but I would be much happier in a zone without said quests; at least where they didn't stick those in between the more involved adventures as prerequisites for advancing.
I agree, but I think that more options is always a good thing, and for now we can't make those quests. I mean we can make it so you need to kill specific 5 mobs, but not any 5 mobs from a bigger group aviable.
Comments
-Shops (like the NPCs at the beginning of every area, I don't think it could be exploited in any way)
-quests and sidequests, both appearing on the quest tracker.
-quests actually giving experience (they would have to find a way to not allow exploitation of easy quests)
-quest saving, If I finish 3 quests and then zone out and then I go back in the same quests should still be finished.
-bigger maps with more asset limits
Basically give us the tools to create REAL, alternative zones, for levelling or exploration.
The Deep Scar: A unique event farming / exploration quest line that evolves into an world of its own.
Want to be an NPC guest of the Deep Scar campaign? Click here!
Also, being able to save you're place in a foundry quest would be great. It would make it possible to do really long, in depth quests, and make even the slightly longer quests less daunting to players if they could come back to finish them later.
My main concern about zones, is that it would be a huge undertaking to do it right. (Think about how many encounters/details there would need to be in a zone that can service 40+ players) I'm really not sure I'd want someone who was brand new to the foundry (Counting myself in this, btw), to be able to take on something like a zone. If that was made available, I think it should be something you'd have to earn, like getting so many foundry achievements before it's open to you.
I'd love to do something like a caravan escort, or just a "road trip" between PE and Ebon Downs, or PE and Vellosk, etc.
I would really, really love vendors as well -- especially if we can specify which "common" wares they sell -- i.e. potions, foods, as well as be able to specify a small silver/copper price for "quest items" as well. It is an exercise in frustration trying to create a "working" vendor in the foundry. I can create "change" mechanisms, but it gets really lame exchanging a "Calimport Gold piece" and making the user "pickup" 5 different 2sp "coins" to spend among the "vendors."
Encounter Matrix | Advanced Foundry Topics
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
Foundry zones would need some differences though:
-The most important thing to make such a thing work would be to have the maps to be persistent, at least as long as there is people on it. This change alone would mean the world to many of us foundry authors.
-Being able to have sidequests would be very cool to make quest chains like in regular zones.
-respawning enemies are needed of course.
-bigger maps with more assets would be very useful to make these zones more interesting.
I'd love that, the possibilities with such a feature would be endless.
Another thing I'd love to have is the ability to remove pre-placed things from the detailed maps, especially those that are copied over from the official areas. Structures like buildings being a fixed part I'm fully ok with, but things like lightsources should be editable...
they could even make it so some basic quests give a preset amount of exp (scaling with lv of course)
basic preset quests could be for instance:
-kill X amount of enemies
-kill enemies to get X amount of items
-interact with X amount of assets in the map
of course we can make more varied quests, but those could be some preset ones, although I'm probably just day dreaming now XD
Encounter Matrix | Advanced Foundry Topics