boydzinjMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
You need to play around with the game. Sometimes it is the art of subterfuge and illusion that can do the trick. Maybe give the player the objective to "Obtain Sandwich." And during the dialogue give the player two options on how to do it... tell the player he has to enter a teleporter. The Teleporter to the left will let you 'negotiate' with the demon lord while the teleport to the right will let you KILL the demon lord.
You take the left teleport and it takes you to room A. In room A, the demon lord is a NPC you can talk to. You say the right combo of choices (have a large branching dialogue options) he gives you a sandwich as a drop item or what ever.
You take the right teleport and it takes you to room B. In Room B there is a "HARD" encounter that is customized to be your demonlord. You kill the demonlord and it spawns the sandwich.
Both rooms exist and both the encounter and the NPC exist. However, once the objective is complete - despawn the NPC and the encounter. This might five the illusion, a feat of subterfuge, that you have a choice in negotiating with this demonlord or killing the same said demonlord. In reality... they are two different options - but it lets you roleplay and use the game to your advantage and the player is behind a veil of illusion to believe that he or she has the choice and option to do both and both are happy results?
You need to play around with the game. Sometimes it is the art of subterfuge and illusion that can do the trick. Maybe give the player the objective to "Obtain Sandwich."
That can't work. There is no way to set objective to "obtain item". It's like I said in my post - objective must be "to do something that requires sandwich".
That can't work. There is no way to set objective to "obtain item". It's like I said in my post - objective must be "to do something that requires sandwich".
Why does it have to be though? Why not just make it so you can open a door on the left with item A or a door on the right with item B? The only requirement of every map is that you have to pop open a chest at the end.
Totally did this quest is as follows... Child says my mom needs berries for her pie but kobolds are in the way. go to kobold see berry bush cannot interact with berry bush unless component complete kobold encounter. or alternatively dialog option causes kobold to drop bag interact able with berries in it. or maybe it was the other way around either way there are two ways to get the berries one way is to fight the other is to talk. I think it is even set so you can not do it both ways and get 2 berries. once you have gotten the berries you talk to the child she says here put them in my basket so I can carry them to my mother at which point a basket appears you interact with the basket it takes the berries and disappears your storyline quest can be attached to completing this component.
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boydzinjMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
That can't work. There is no way to set objective to "obtain item". It's like I said in my post - objective must be "to do something that requires sandwich".
Quest - Obtain a sandwich (complete either of the following)
Destroy demon lord X, then take his sandwich.
or
Negotiate with demon lord X to get his sandwich.
You can do a fetching type quest. fetch me a "sandwich." However, to get one of these "sandwich" items you need to either negotiate with a demon lord or kill this same demon lord. The plot tells you to take the left portal to try to negotiate with him. The right portal leads you to the fight, as mentioned in my previous post.
If you place an object on the ground that you can interact with ... it can give you an object called, "the sandwich" The "sandwich" item is the quest objective. It will spawn when either the demonlord says a specific dialogue (in room A). In room B it is already spawned, but because you are in combat you can not interact with it until combat is over. Once you get the objective the quest is met and completed and you can use the disappear when quest is completed option to "erase" the possibility of the player finding out it was a ruse... ("erase" the sandwiches on the ground and the NPC demon lord).
Either way, it gives the illusion you can talk and negotiate for the quest item, "sandwich" OR (instead of talking) you can fight for it.
it is on the "to do" list... will it be done in our life time? Who knows. But, I will take the sandwich now, please.
Here is your sandwich, sorry about the demon blood! I went with the hostile negotiations option, which oddly seemed almost identical to the kill option.
Illusions and trickery it is then, thanks for the replies.
Resurrection of Xunvrae - NWS-DNNZST5FJ
House Arken'etts' power is shattered, to restore this once proud house Xunvrae must return.
Either way, it gives the illusion you can talk and negotiate for the quest item, "sandwich" OR (instead of talking) you can fight for it.
I think he was being literal, in that (unless I'm mistaken), receiving an item into your inventory can't be an official story objective. In other words, you may need the sandwich in order to have a non-failure-state dialogue with an NPC, but getting the item, itself, can't be an "objective".
I think he was being literal, in that (unless I'm mistaken), receiving an item into your inventory can't be an official story objective. In other words, you may need the sandwich in order to have a non-failure-state dialogue with an NPC, but getting the item, itself, can't be an "objective".
This is it exactly, there is not an "obtain item" objective in the foundry currently and if there was it would be a nightmare to use in an OR objective work around until they give us actual branching objectives.
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Anyway, you can kinda do it, but as a side story, not main with objectives...
Your quest should be to do something with sandwich, not obtain it. Like "give sandwich to bartender" or "put sandwich on table".
And then make two boxes (or other items) interactable and set them to drop sandwich.
Box 1: Appear after dialog prompt reached -> select successful negotiation
Box 2: Appear after component completed -> select encounter
Encounter -> appear after dialog prompt reached -> select failed negotiation
NPC -> despawn after dialog prompt reached -> select failed negotiation
NW-DGYDZ7EAL - Khelgar's Treasure Cave
NW-DTULANXJC - Khelgar's Hideout
Thread with suggestions for Foundry
You take the left teleport and it takes you to room A. In room A, the demon lord is a NPC you can talk to. You say the right combo of choices (have a large branching dialogue options) he gives you a sandwich as a drop item or what ever.
You take the right teleport and it takes you to room B. In Room B there is a "HARD" encounter that is customized to be your demonlord. You kill the demonlord and it spawns the sandwich.
Both rooms exist and both the encounter and the NPC exist. However, once the objective is complete - despawn the NPC and the encounter. This might five the illusion, a feat of subterfuge, that you have a choice in negotiating with this demonlord or killing the same said demonlord. In reality... they are two different options - but it lets you roleplay and use the game to your advantage and the player is behind a veil of illusion to believe that he or she has the choice and option to do both and both are happy results?
That can't work. There is no way to set objective to "obtain item". It's like I said in my post - objective must be "to do something that requires sandwich".
NW-DGYDZ7EAL - Khelgar's Treasure Cave
NW-DTULANXJC - Khelgar's Hideout
Thread with suggestions for Foundry
Why does it have to be though? Why not just make it so you can open a door on the left with item A or a door on the right with item B? The only requirement of every map is that you have to pop open a chest at the end.
Let me think about this for a moment.
Its all about role playing.
The OP mentioned this, originally:
You can do a fetching type quest. fetch me a "sandwich." However, to get one of these "sandwich" items you need to either negotiate with a demon lord or kill this same demon lord. The plot tells you to take the left portal to try to negotiate with him. The right portal leads you to the fight, as mentioned in my previous post.
If you place an object on the ground that you can interact with ... it can give you an object called, "the sandwich" The "sandwich" item is the quest objective. It will spawn when either the demonlord says a specific dialogue (in room A). In room B it is already spawned, but because you are in combat you can not interact with it until combat is over. Once you get the objective the quest is met and completed and you can use the disappear when quest is completed option to "erase" the possibility of the player finding out it was a ruse... ("erase" the sandwiches on the ground and the NPC demon lord).
Either way, it gives the illusion you can talk and negotiate for the quest item, "sandwich" OR (instead of talking) you can fight for it.
Here is your sandwich, sorry about the demon blood! I went with the hostile negotiations option, which oddly seemed almost identical to the kill option.
Illusions and trickery it is then, thanks for the replies.
I think he was being literal, in that (unless I'm mistaken), receiving an item into your inventory can't be an official story objective. In other words, you may need the sandwich in order to have a non-failure-state dialogue with an NPC, but getting the item, itself, can't be an "objective".
This is it exactly, there is not an "obtain item" objective in the foundry currently and if there was it would be a nightmare to use in an OR objective work around until they give us actual branching objectives.