Lots of dialogs
Non-linear Sub-Quests
Cut-scenes
Tough Combat
Good looking scenes
Lore updates and integrated storyline
Traps
Puzzles
Choice of evil and good
Loot/Experience etc,
Lots of dialogs
Sub-quests
Non-linear scripts
Cut-scenes
Open world and freedom to choose a quest
Good looking scenes
Lore updates and integrated story line
Traps
Puzzles
A good module, or mission, should be challenging. It should have puzzles, traps, encounters with Hostile and non-hostile npc's. it's been a long time since I've been challenged by a MMO quest. I'm really looking forward to foundry missions!
It will be nice if everyone discusses their choices after choosing them too. It will kind of give more insight to prospective foundry authors.\\
...It should have puzzles, traps, encounters...
Completely agree but you do realize that puzzles traps may not give XP or benefits.
So choosing them means you want traps for fun sake and not for loot/Experience thing.
And its great if everyone chooses traps for traps sake!
Traps are much more fun when placed by an evil and sadistic mind like mine.
Well in my missions, while traps might not give exp or loot, they would lead up to something that would. Be it a encounter or just an area were loot/exp can be found. So I would integrate them into the adventure as a whole.
Back in my PnP days I would always try and include things that the players can use their characters to surmount. Like creatures for the fighter to fight, magic items and encounters for the Mage to face, trap for the thief to detect/disarm. I always tried to interest the players. I plan to tailor my missions in the same way. I think the amount of talent that will use the foundry is going to make for some really detailed, exciting missions. And the fact that we can tie missions together, the way modules were tied together, is going to be excellent.
Perhaps the option for a rp experience ex: a band of drow hating surface elves adventure into the underdark on a holy mission to kill servants of the spider queen or a surface raid with an all drow party with intent to murder surface dwellers. Of course u need a goodytwoshoes turdinthepunchbowl type player to add conlift amongst the party.
In a campaign only for drow male rogues who use scimatars, I am seriously thinking of creating drizzt clone costume and apply it on normal zombies to allow players to have the pleasure of killing them. Hope something like that will be possible. I will name the room as 'clone wars'. Last one standing will be given the title of "real clone".
just kidding.... NOT!
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited December 2012
Will the real Drizzt Do'Urden please stand up, please stand up...
Ok, I think I finally have time to post about what I voted for...
Non-Linear Quests - This is a must. It doesn't have be be outright side quests but having multiple paths to choose from is a rguably required for true immersion.
Good Looking Scenery - I walked out of The Hobbit not only praising the story but saying 'I think I want to move to New Zealand.'
Lore - It doesn't have be be much but I love when people pull some of the Lore of D&D into their creations. Even a passing mention of Elminster is great.
Puzzles - Often undervalued by the Loud Portions MMO Community but the game industry has been slapped in the face with how much people in general love puzzles with the massive success of Portal I & II.
Choice of Good and Evil - This, to me, ties in with non-linear quests. Options are the key to the player feeling like they are the character. It doesn't have to be in every quest and a good story can chump all but this is a great way to involve the players in the content.
Non-Linear Quests - This is a must. It doesn't have be be outright side quests but having multiple paths to choose from is a rguably required for true immersion.
....
Just to clear one thing, if STO is the basis of foundry then:
non-linear quests and side quests are possible to do in the foundry. You just don't get a special reward from doing it though but you get XP from monsters, you can shorten the path of main quest and do things like that. It requires considerable trickery to design it but it is very much possible.
So no compromise is required when in our foundry non-linear/sub-quests - open questing system is possible.
Cinematics and choice of evil/good(alignment shift), afaik, are not there in STO foundry rest all options are doable in STO foundry.
I think its a good thing we cant put op item drops in the foundry but perhaps maybe the people screening our foundry will work with us on loot with reasonable statistics upon request. But since gauntlegrim is one big giant magical dwarven forge, I don't think we will have a lack of op items.
I think its a good thing we cant put op item drops in the foundry but perhaps maybe the people screening our foundry will work with us on loot with reasonable statistics upon request. But since gauntlegrim is one big giant magical dwarven forge, I don't think we will have a lack of op items.
If this one is same as STO foundry (or better) then we can simulate presence of overpowered weapon - in a fake way. You won't get any XP/loot but it is a fun way.
And example would be, make one small hall full of ambush. Create an item called "Legendary sword" and put it somewhere. Give initial choice to player to pick up the legendary sword or to leave it behind.
Now the place where you place ambush with "Elite" soldiers, place another set of "Easy" soldiers on ambush on same place. Make it so that if you have picked up sword, Elite soldiers will not appear but Easy soldiers will appear. And if you have not picked up the sword - other way around. Now change the costume of both Elite and Easy to same.
So if you picked up the sword, the enemy which ambush you will look easy, if you left the sword the enemy will look difficult. But if you leave sword you will get more XP - in RP terms you can explain it that the sword ate away your XP points.
But only a player who plays the map twice will notice the difference. Problem with best parts you make with foundry is that it goes unnoticed.
If this one is same as STO foundry (or better) then we can simulate presence of overpowered weapon - in a fake way. You won't get any XP/loot but it is a fun way.
And example would be, make one small hall full of ambush. Create an item called "Legendary sword" and put it somewhere. Give initial choice to player to pick up the legendary sword or to leave it behind.
Now the place where you place ambush with "Elite" soldiers, place another set of "Easy" soldiers on ambush on same place. Make it so that if you have picked up sword, Elite soldiers will not appear but Easy soldiers will appear. And if you have not picked up the sword - other way around. Now change the costume of both Elite and Easy to same.
So if you picked up the sword, the enemy which ambush you will look easy, if you left the sword the enemy will look difficult. But if you leave sword you will get more XP - in RP terms you can explain it that the sword ate away your XP points.
But only a player who plays the map twice will notice the difference. Problem with best parts you make with foundry is that it goes unnoticed.
That's a good idea, but the foundry would have to allow for oddball events like if they picked up the sword but for whatever reason aren't using it. Or if the person carrying it isn't fighting, say they gave it to the Mage to identify later on. I guess you could always include some prompt encouraging them to use the sword, that should work. But not knowing the true potential of the foundry it's tough to plan how to tailor events.
That's a good idea, but the foundry would have to allow for oddball events like if they picked up the sword but for whatever reason aren't using it. Or if the person carrying it isn't fighting, say they gave it to the Mage to identify later on. I guess you could always include some prompt encouraging them to use the sword, that should work. But not knowing the true potential of the foundry it's tough to plan how to tailor events.
You will not be able to use sword, it will just sit in your Inventory as icon unfortunately.
I am not sure what trading will do ... but I hope you cannot drop or trade quest items. They flag the whole group I think, but if they allow you to trade/drop it in NW - it may add the potential to break the quest.
I have not been able to test out STO missions with a group but I don't think you should be able to trade any quest item among group either.
They get destroyed automatically once you leave the group.
But this is mostly educated speculation based on STO. They may change things for NW to fit more into fantasy setting.
0
ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited December 2012
I must say I'm really surprised at the number of votes for puzzles. I swear non-combat activities are normally cried about in every other game I played.
'Ugh why do I have to deal with this stupid puzzle quest in order to get ____ item!?'
I guess that speaks about the D&D Playerbase. But then again I don't feel like puzzles were actually disliked by most people, rather a vocal minority of players has a knack of telling Game Developers to cater only to them.
In any case I won't feel so bad when I design puzzle driven quests now!
Ah I see, I misunderstood the swords use in the quest. I wish they would release the foundry in advance of beta, keep the game until they worked the bugs out from alpha testing, but let us get our hands on the foundry! That won't happen, but I sure am excited by the foundry and its potential! The tavern the Vulgar Unicorn and its proprietor, One Thumb may make an appearance in foundry missions! That will be a great feature, being able to create notable structures that can appear again and again in missions.
I must say I'm really surprised at the number of votes for puzzles. I swear non-combat activities are normally cried about in every other game I played.
'Ugh why do I have to deal with this stupid puzzle quest in order to get ____ item!?'
I guess that speaks about the D&D Playerbase. But then again I don't feel like puzzles were actually disliked by most people, rather a vocal minority of players has a knack of telling Game Developers to cater only to them.
In any case I won't feel so bad when I design puzzle driven quests now!
The Wowkiddies sure cornered the market on being "squeaky wheels"! I think your right though, the player base for Neverwinter will be a bit different then for standard fantasy MMO's in development. Not that we won't get our share of the mainstream type player as well.
...That will be a great feature, being able to create notable structures that can appear again and again in missions.
I had some interaction with STO foundry authors, and they told me that currently you are unable to export part of missions to other missions in STO. But they have this long standing demand of importing things and they are hoping that exporting should be available in NW foundry (and STO gets that feature soon too).
However, you can "copy" a mission. So what they do is create a template in advance for all important models they will ever use and then "copy" it and make another quest.
Or they copy first mission and make second mission based on that. Then they copy second mission and make third mission by editing second one while never deleting the resources (costumes, items etc).
However, if you have more than one map, you can copy paste objects in the same mission on different map easily.
Here they have very nice tutorials which kind of introduce you to advanced features of foundry. However, NW foundry will be an adaptation (for fantasy setting) so many things may not be same.
If it is once confirmed that making remakes of campaigns is ok and will not be a violation, it would rain remakes and remakes. Conveniently, it seems that the foundry is very adaptable to convert a PnP mission to NW quest - very fast too.
If it is once confirmed that making remakes of campaigns is ok and will not be a violation, it would rain remakes and remakes. Conveniently, it seems that the foundry is very adaptable to convert a PnP mission to NW quest - very fast too.
That's just it. This game is free to play. And there have been numerous times where people adapt it into other games like Neverwinter Nights. The way most DnD is considered now, especially 3.5 and before, it is all pretty much open sourced on campaign settings. If they don't allow it, I find it would be a bad idea for Cryptic to block adapted content. If they do block remakes, people will just lightly change details I am sure.
Still, robots and blaster rifles sounds like the wrong genre for Neverwinter. I know it was developed for the Greyhawk setting but it doesn't seem to fit well.
Still, robots and blaster rifles sounds like the wrong genre for Neverwinter. I know it was developed for the Greyhawk setting but it doesn't seem to fit well.
Foundry is your own world. You don't have to restrict yourself. You can even travel to other planes, meet lady of pain etc...
One of the person on forums wanted to make a continuation of his foundry in STO where they break the continuum barrier and end up in fantasy world ...
Still, robots and blaster rifles sounds like the wrong genre for Neverwinter. I know it was developed for the Greyhawk setting but it doesn't seem to fit well.
As it is Foundry, no one would force you to play it. No need to step on other people's ideas.
Comments
Sub-quests
Non-linear scripts
Cut-scenes
Open world and freedom to choose a quest
Good looking scenes
Lore updates and integrated story line
Traps
Puzzles
Poll added
Although it is multiple choice, please choose minimum number to make it relevant
Completely agree but you do realize that puzzles traps may not give XP or benefits.
So choosing them means you want traps for fun sake and not for loot/Experience thing.
And its great if everyone chooses traps for traps sake!
Traps are much more fun when placed by an evil and sadistic mind like mine.
Back in my PnP days I would always try and include things that the players can use their characters to surmount. Like creatures for the fighter to fight, magic items and encounters for the Mage to face, trap for the thief to detect/disarm. I always tried to interest the players. I plan to tailor my missions in the same way. I think the amount of talent that will use the foundry is going to make for some really detailed, exciting missions. And the fact that we can tie missions together, the way modules were tied together, is going to be excellent.
just kidding.... NOT!
Ok, I think I finally have time to post about what I voted for...
Non-Linear Quests - This is a must. It doesn't have be be outright side quests but having multiple paths to choose from is a rguably required for true immersion.
Good Looking Scenery - I walked out of The Hobbit not only praising the story but saying 'I think I want to move to New Zealand.'
Lore - It doesn't have be be much but I love when people pull some of the Lore of D&D into their creations. Even a passing mention of Elminster is great.
Puzzles - Often undervalued by the Loud Portions MMO Community but the game industry has been slapped in the face with how much people in general love puzzles with the massive success of Portal I & II.
Choice of Good and Evil - This, to me, ties in with non-linear quests. Options are the key to the player feeling like they are the character. It doesn't have to be in every quest and a good story can chump all but this is a great way to involve the players in the content.
Great Poll Gilrmn, glad to have you back.
Just to clear one thing, if STO is the basis of foundry then:
non-linear quests and side quests are possible to do in the foundry. You just don't get a special reward from doing it though but you get XP from monsters, you can shorten the path of main quest and do things like that. It requires considerable trickery to design it but it is very much possible.
So no compromise is required when in our foundry non-linear/sub-quests - open questing system is possible.
Cinematics and choice of evil/good(alignment shift), afaik, are not there in STO foundry rest all options are doable in STO foundry.
And example would be, make one small hall full of ambush. Create an item called "Legendary sword" and put it somewhere. Give initial choice to player to pick up the legendary sword or to leave it behind.
Now the place where you place ambush with "Elite" soldiers, place another set of "Easy" soldiers on ambush on same place. Make it so that if you have picked up sword, Elite soldiers will not appear but Easy soldiers will appear. And if you have not picked up the sword - other way around. Now change the costume of both Elite and Easy to same.
So if you picked up the sword, the enemy which ambush you will look easy, if you left the sword the enemy will look difficult. But if you leave sword you will get more XP - in RP terms you can explain it that the sword ate away your XP points.
But only a player who plays the map twice will notice the difference. Problem with best parts you make with foundry is that it goes unnoticed.
That's a good idea, but the foundry would have to allow for oddball events like if they picked up the sword but for whatever reason aren't using it. Or if the person carrying it isn't fighting, say they gave it to the Mage to identify later on. I guess you could always include some prompt encouraging them to use the sword, that should work. But not knowing the true potential of the foundry it's tough to plan how to tailor events.
You will not be able to use sword, it will just sit in your Inventory as icon unfortunately.
I am not sure what trading will do ... but I hope you cannot drop or trade quest items. They flag the whole group I think, but if they allow you to trade/drop it in NW - it may add the potential to break the quest.
I have not been able to test out STO missions with a group but I don't think you should be able to trade any quest item among group either.
They get destroyed automatically once you leave the group.
But this is mostly educated speculation based on STO. They may change things for NW to fit more into fantasy setting.
'Ugh why do I have to deal with this stupid puzzle quest in order to get ____ item!?'
I guess that speaks about the D&D Playerbase. But then again I don't feel like puzzles were actually disliked by most people, rather a vocal minority of players has a knack of telling Game Developers to cater only to them.
In any case I won't feel so bad when I design puzzle driven quests now!
The Wowkiddies sure cornered the market on being "squeaky wheels"! I think your right though, the player base for Neverwinter will be a bit different then for standard fantasy MMO's in development. Not that we won't get our share of the mainstream type player as well.
However, you can "copy" a mission. So what they do is create a template in advance for all important models they will ever use and then "copy" it and make another quest.
Or they copy first mission and make second mission based on that. Then they copy second mission and make third mission by editing second one while never deleting the resources (costumes, items etc).
However, if you have more than one map, you can copy paste objects in the same mission on different map easily.
Here they have very nice tutorials which kind of introduce you to advanced features of foundry. However, NW foundry will be an adaptation (for fantasy setting) so many things may not be same.
http://en.wikipedia.org/wiki/Expedition_to_the_Barrier_Peaks
into the foundry and for NW.
Ah haha I remember this module, the blisters and stuff were lots of fun
If it is once confirmed that making remakes of campaigns is ok and will not be a violation, it would rain remakes and remakes. Conveniently, it seems that the foundry is very adaptable to convert a PnP mission to NW quest - very fast too.
Spaceships?
That's just it. This game is free to play. And there have been numerous times where people adapt it into other games like Neverwinter Nights. The way most DnD is considered now, especially 3.5 and before, it is all pretty much open sourced on campaign settings. If they don't allow it, I find it would be a bad idea for Cryptic to block adapted content. If they do block remakes, people will just lightly change details I am sure.
Yes, but the players weren't supposed to know that.
Foundry is your own world. You don't have to restrict yourself. You can even travel to other planes, meet lady of pain etc...
One of the person on forums wanted to make a continuation of his foundry in STO where they break the continuum barrier and end up in fantasy world ...
As it is Foundry, no one would force you to play it. No need to step on other people's ideas.