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Super excited and hopeful!

alleybasheralleybasher Member Posts: 16 Arc User
edited September 2012 in General Discussion (PC)
Ok, I did a fiendish amount of modding for NWN

http://nwvault.ign.com/View.php?view=modules.detail&id=5036

can't do persistent worlds unless you can write variables to a data base.

Can you edit conversations with this new toolset? If so, can you betow quests (assign variables to players)? If so, are those variables "persistant" when the player leaves your module? If so, you can make campaigns, if not, well, you can't.

Can you write scripts?

I quess what I am asking is, when can i get my hands on it?

Here's a far out question.Can I play it on my mac?

How do you handle gear in the toolset? I imagine you can't assign specific gear to drop or be sitting on the floor, or everybody would just have the best gear possible at all times.

I have been messing around with the Unity engine but i am not a modeler, I hope this toolset lives up to half the game Neverwinter Nights was and at least twice the game NWN2 was.

Neverwinter Nights (Aurora) = best modding tool ever!

Here's hoping Atari can top it!
Post edited by alleybasher on

Comments

  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited September 2012
    Can you edit conversations with this new toolset? If so, can you betow quests (assign variables to players)? If so, are those variables "persistant" when the player leaves your module? If so, you can make campaigns, if not, well, you can't.

    No information. However let's make it clear this is not a co-op game and initially there will not be much for persistent world support. You can link missions in a campaign style but actually having your own persistent world within Cryptic's persistent world is something they would like to support in time but not at launch.

    Can you write scripts?

    Again no information. My most sincere hope is yes, at the very least at higher 'DM Levels' but there's a decent chance the answer will be no...and I think that would be a travesty. Cookie cutter missions will always be cookie cutter missions.

    I quess what I am asking is, when can i get my hands on it?

    When the open beta starts or if you are lucky enough to be selected to join the closed Beta test beforehand. Just by being able to post here means you are eligible so no worries on signing up to join the CBT.

    Here's a far out question.Can I play it on my mac?

    They will support WINE. There was no plan to actually develope a Mac Client as of a few months ago.

    How do you handle gear in the toolset? I imagine you can't assign specific gear to drop or be sitting on the floor, or everybody would just have the best gear possible at all times.

    You don't handle gear drops. Cryptic is designing a system that will automatically generate rewards (XP and Items) for Foundry content based on various variables.


    Responses in blue. Hope that helps answer some of the questions but the big problem is...we know almost nothing still. ;-)

    Try out this thread or some of the other threads floating around for further info and videos on the Foundry.


    EDIT - Also note Atari will have NOTHING to do with Neverwinter anymore. They sold it off to PWE. :-)
  • ryvvikryvvik Member, Moonstars, Neverwinter Beta Users, Neverwinter Hero Users Posts: 966 Bounty Hunter
    edited September 2012
    see here under Master T's thread

    http://nw-forum.perfectworld.com/showthread.php?t=9241

    all under brother macas's foundry dig.

    http://nw-forum.perfectworld.com/showthread.php?t=9241
  • alleybasheralleybasher Member Posts: 16 Arc User
    edited September 2012
    Thank you for your prompt and helpful replies.


    edit: thank god no more atari lol
  • aeroth001aeroth001 Member Posts: 420 Bounty Hunter
    edited September 2012
    I have played youre work. It's most excelent ;)
  • alleybasheralleybasher Member Posts: 16 Arc User
    edited September 2012
    Thank you very much, aeroth001, I am glad you enjoyed it :)
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2012
    Hi alleybasher! If I didn't say it to you before, welcome to Neverwinter!


    It seems you're entering this thread with some old info as well as some missing info in regards to the Foundry. One of the things I was asked to do by another community member here is make a New Users FAQ. And it grew and grew and became stickied on this very Neverwinter Discussion thread. The second section or post deals with game play questions, including the Foundry. I'll use that to answer those questions, as well as some choice Developer quotations to help you get answers when I can. Feel free to read that FAQ for any current or future questions. Its answers come from what Developers Reporters and Users alike confirm about this game to help answer questions to the new (and even veteran) users.

    Also, as shown by previous replies, if you look around that Neverwinter Discussion thread, you'll see several threads already that deal solely with the Foundry, so do check those out in the future (or use search to see if any other topic is posted already) before creating a new thread. Of course, do use the Introductions thread if you ever want to introduce yourself or update something you or somebody else posted.




    Now, onto your Foundry questions:
    Ok, I did a fiendish amount of modding for NWN

    http://nwvault.ign.com/View.php?view=modules.detail&id=5036

    can't do persistent worlds unless you can write variables to a data base.

    Can you edit conversations with this new toolset? If so, can you betow quests (assign variables to players)? If so, are those variables "persistant" when the player leaves your module? If so, you can make campaigns, if not, well, you can't.

    Can you write scripts?

    I quess what I am asking is, when can i get my hands on it?

    Here's a far out question.Can I play it on my mac?

    How do you handle gear in the toolset? I imagine you can't assign specific gear to drop or be sitting on the floor, or everybody would just have the best gear possible at all times.

    I have been messing around with the Unity engine but i am not a modeler, I hope this toolset lives up to half the game Neverwinter Nights was and at least twice the game NWN2 was.

    Neverwinter Nights (Aurora) = best modding tool ever!

    Here's hoping Atari can top it!

    Before we continue, you might want to read this article and watch the following links for some prime walk-throughs and demonstrations:
    More information (as well as "tutorials") can be found at this 2012 PAX Prime video with Andy Velasquez.

    As well as this 2012 Gamescon section: Part 1 and Part 2.

    Also this 2012 Gametrailers section: Part 1 and Part 2.

    And finally this section posted on Youtube from Cryptic's COO.

    At the very least, I highly recommend reading the article and watching the first video link, as it does a great job of answering these questions and highlighting what the Foundry does.


    While the Bioware Aurora toolset taught a lot of people how to make mods via scripting, it also stopped a lot of people from making worlds due to its complexity of having to quasi-program in such a manner (instead of a simpler fashion.) It was powerful, but not intuitive, and a pain to load and upload at times. Or so people said. Secondly, the way the older NWN series (both of them) worked, was with server connections for user generated content, so persistent worlds were made. This form along with the turn-based live action is how the co-op game worked.


    Cryptic was...let's use the word "mandated" by then-publisher Atari to make a game with a very limited budget and timeframe. Since it was supposed to be like a multi-player game done in the likes of Star Trek Online but severly limited, it could not be called an MMO and was labeled "co-op" with 5 pre-set class-race characters to choose from along with henchmen NPC's to be released in November 2011. Let's just call it a very scaled back version of what's being discussed here.

    Next, due to decisions which won't be detailed here, Atari gets into an intellectual property fight with Wizards of the Coast (WotC) and settles legally by selling its IP of D&D mostly, for this project selling the company Cryptic to Perfect World Entertainment or PWE. This means the new distributor/publisher allows the game to be a full-featured free to play from the ground up MMORPG and the release is delayed for one year (later for over one year to add additional polish.)

    And Atari has no more to do with Neverwinter Online the MMORPG, to now be referred to as NWO.
    Or to quote that FAQ linked above:
    Is Neverwinter Online Out yet?

    Update: 8/21/2012: No, the game is scheduled to be released sometime in early 2013. Open Beta may start as early as the beginning of fall 2012 or as late as December 2012. Please be advised this early date was from a PRNewswire press release article and the later date from Cryptic's COO. The delay to early 2013 was done for further polishing and including PVP at launch rather than delay features until 2013 after launch in 2012. More information cam be read via a docx form on the following Neverwinter Fact Sheet released August 15, 2012. If any registered Beta Key users are able to download anything, this is no indication the game servers are loading users or the beta is even starting yet. Keep checking the Official FAQ for more official information on the game's release, and see the Beta questions below!

    Hey, wasn't this supposed to be released in November 2011? What Gives?!

    Update: 8/21/2012: Cryptic retooled the game from a "Co-Op" to a "MMO" after Atari sold the Cryptic company to Perfect World Entertainment (or PWE.) This was considered a positive move by the companies and is detailed in the June 2012 Gamasutra article. Also, see the next question.

    Why? I heard Co-op is good and MMO is bad for D&D, is that true?

    Update: 6/6/2012: What "Co-op" and "MMO" mean can be interpreted in many different ways. The official answer is listed in this reply from Stormshade's archived response in the "Why a MMO" thread and the above Gamasttra article.


    This included a total revamp on how missions are made by players or User-Generated Content (or UGC.)

    But since this is an MMORPG, it is hosted online, not by other players on their own servers. This means Persistent Worlds by players are not done on their own servers, and Cryptic hosts their MMO games on one server with multiple shards or instances when the local areas get too big.

    So no, if we're going purist here, you don't write scripts or variables, do not have persistent worlds, and since the quests are accessible from the game world and XP/Treasure counts the same way as Cryptic-authored quests, you can't make your own custom equipment due to hacking/cheating/overpowered concerns.

    Let's start with loot and what is done here. The treasure is generated based on enemies you fight and randomly generated (based on scaling on whatever level the PC or PC's [up to 5] entering the mod is [or are] as well as the author making the encounters easy/medium/hard.)





    Okay, I'll attempt to do the rest in the listed order of your reply now.

    You can write dialog trees and quest trees that are dependent on other dialog and quest objectives, including how you answer questions (including branching/loopback options,) finishing other quests or getting other items/killing x types of creatures if you wish. However, You cannot write one quest that will change the outcome of another quest. This includes making a bunch of quests into a "campaign" and playing (if you so wish to,) only User-generated quests from start to cap. Or not.


    Are Foundry Quests able to be "Chained?"

    A Foundry Author may make quest chains or "Campaigns" linked to one another, possibly even requiring additional quests be finished before another quest is available (for instance, to have an NPC "trust you enough with their mission" like done in many developer MMO Main quest-lines.) But one quest outcome cannot change the outcome of another quest.

    Specific information is quoted from Mapolis:


    Originally Posted by deadarmoured87
    It is possible to link quests, right?
    So if I do one quest I go onto the next in the quest chain.

    Yes, you can link multiple quests in a campaign, which can then be rated separately by players.
    Is it possible to link multiple quests to one quest, depending on the outcome?




    You can have branching dialogs, but no branching questlines. The outcome of your quest will always be the same.

    However, while you do have a lot of specific power available to you, or simply dragging and dropping stuff, you do not literally write scripts as it's all done by graphical interface and uses in-game objects which you can customize in appearance as much or at little as you wish in regards to the graphic customization drop-down and slider/rotate bars. This means you can custom design a map and its appearance and colors, but creatures and monsters are selected from a search-able list that can be filtered and its appearance heavily modified in appearance. Or you can just choose a bunch of pre-selected items, including auto-populating rooms with appropriate items to fill that type of location. This feature is wonderfully demonstrated in the video link(s) recommended.

    As to when you can get your hands on it, when Beta is released for the Foundry, which we do not have any date yet for Open or Closed betas regarding the game or Foundry yet:
    What About Beta? What Stage is it in?

    Update: 6/23/2012: The Game is currently in an Alpha Phase and Beta has not started yet, but could start the end of Fall 2012 according to the PRNewswire article.
    Originally Posted by rujind
    5.) Will it be possible to get ahold of the Foundry and start working on our projects before release?
    Yes.
    Originally Posted by rujind
    6.) Will the Foundry be available in beta and will published content carry over to release?
    Yes.

    We intend to have a long, multi-stage beta process that will test many aspects of the game. Cryptic has always valued player input, and PWE has given us the time and resources to execute the beta cycle we've always wanted to do. I should also note that the Foundry will have a similar, but somewhat separate beta cycle.

    It's certainly not going to be a last-minute marketing-only beta.

    As for running it on a Mac, the platform alternates are not being focused on outside PC, but WINE is being supported:
    A: [CrypticCliff]
    A bit of work has been done to ensure that our engine runs under WINE, but this isn't the kind of thing we officially support.
    I recommend looking into the Star Trek Online and Champions Online threads related to running the game on Mac/Linux with WINE:

    Besides what was already posted and linked, if you have any questions, feel free to ask here or PM me if you need to or post in any of the other threads (or if it's something new do make a new thread.)

    But thanks for your developer passion. The great news is even more is promised to be released by the Developers about the Foundry's features, so stay tuned for more news than even this! And keep posting your feedback and questions!

    Again, welcome to Neverwinter, and thank you!
    [SIGPIC][/SIGPIC]
  • alleybasheralleybasher Member Posts: 16 Arc User
    edited September 2012
    Wow, that is a very detailed and informative answer. Thank you very much Truthseeker. The compiled info you have just given me has moved me from the "Super excited and hopeful" category to the "Aquiver with antici....pation" category.

    I foresee great things in our future :).
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2012
    Wow, that is a very detailed and informative answer. Thank you very much Truthseeker. The compiled info you have just given me has moved me from the "Super excited and hopeful" category to the "Aquiver with antici....pation" category.

    I foresee great things in our future :).

    I thought by the time we're there, it will be more a-shiver:

    "So come up to the lab
    And see what?s on the slab
    I see you shiver with antici-pation
    But maybe the rain
    Isn?t really to blame
    So I?ll remove the cause
    (chuckles)
    But not the symptom!"

    but in any case...
    may I have this next dance...again?


    (Now where's that toast....)
    [SIGPIC][/SIGPIC]
  • aavariusaavarius Member, Neverwinter Beta Users, Silverstars Posts: 0 Arc User
    edited September 2012
    "Aquiver with antici....pation"
    Does that enchantment apply to the arrows, too?
  • eshnickeshnick Member Posts: 54
    edited September 2012
    aavarius wrote: »
    Does that enchantment apply to the arrows, too?

    Only the ones in fishnet stockings :p
  • alleybasheralleybasher Member Posts: 16 Arc User
    edited September 2012
    Dave Solomon, lead designer of the new XCOM game, explaining why they took out Time Units fom the game.

    "Freeing up the headspace of the player"

    No, that is political speak for dumbimg down the game so fat kids sitting around on mom's sofa can play it on a console. This is why India institue of technology has surpassed Massachusetts Institute of Technology as the number one technical school in the world, americans are fat and lazy.


    The more i read, the more I know.


    It seems as if there has been quite a bit of "freeing headspace" in the foundry. I won't go into detail, but I will say my excitement level has been downgraded to "Oh look a new game is coming out". Oh well back to Unity i quess, they haven't freed my mind quite so much.

    Remember how many "adult" themed servers there were in NWN? remember how many alignment factions there were in my module? Remember how with aurora you could totally change the rules of NWN? Well, keep remembering the golden age.

    http://www.youtube.com/watch?v=xiqmEibSY0I
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