Players in MMO's are traditional grind players and will g to great lengths to make there character have even the slightest edge over other characters. The foundry as "Stated" by the review from IGN and other sources is the key to this games success. So before your player base shifts to other games, please get them interested in the games best part. Offer "Harper Coins" as a way to get players moving through the content.
1. Foundry coin given for every daily foundry approved event completed. Only runnable once per day. This will keep the farm missions to a minimum.
2. Foundry Items can be bought up to Tier 2 Epics. If you can solo pvp content in Gaunlet, no reason for large amount of foundry coin you shouldn't be able to purchase a set of gear that is very solo friendly. (AKA instead of specific holy trinity gear you make pieces that are well balanced that the solo player finds helpful)
3. Foundry Lore: If you make a module a "featured" have a completed section in the achievements. This will get your foundry mods that are selected more plays and really show case the better events the community comes up with.
4. Allow Veteran DM's to add legit boss encounters that when beaten drop extra foundry coin, a dye pack or a unique looking appearance item that would need to be "unlocked" with Zen. I do kow you guys need to make your salary.
5. Place the foundry vendor next to Harper so players can see the rewards that are ready to be earned.
6. For the "Very" best foundry modules or campaigns. Allow that author to create one companion that would be say a "1 or 2" percent drop. Tons of people love collecting companions, give them a few that are truly Driven by the community. Bonderleaf's talking Cat as an example of one easily implemented that would get more people playing your game daily.
A. Bonderleaf's Talking Cat.
B. Duergar Thrall-Clash of Wills(Imagine a thrall running every where calling you master.)
C. Tiefling Apprentice (Tears of Selune Campaign)
As just a couple of examples of what could be offered.
Just some ideas. I know that the author community plays foundry missions. Lets get the hack-slashers and purple gear driven players a reason to try wjat is honestly what sets you apart from any MMO on the market. Please fellow DM's add your idea's and lets get this foundry thing in the players hands more often. Even IGN said the greatest part of the game was a foundry mission. In fact half the article talked about it.
Sloane Hardtower
Always, Paladin of Tyr
[SIGPIC][/SIGPIC]
Post edited by boomba66 on
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lolsorhandMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 981Bounty Hunter
edited June 2013
You make some good points and some less good points. - Better reward system is needed for the foundries yes, but it needs to be on equal basis. And with a sort of system involved. The authors shouldn't be able to create their own companions as such since that is a game mechanic in itself and might bring balance issues into the game. (Cryptic can't check up on everything out there, and balance it up. Since balancing things does take alot of work.)
So what cryptic should do is add a "hidden" drop system that improves drops, but makes players/authors unable to realize how it works. This would halt exploiters, and make it more easy to notice those who do exploits.
However, I'm all up for bosses. If they drop something or not, well I don't really care either as a player or author, but many do care. Hence that hidden drop system might prove useful. - Just my two cents ^^
maerwinMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
4. Allow Veteran DM's to add legit boss encounters that when beaten drop extra foundry coin, a dye pack or a unique looking appearance item that would need to be "unlocked" with Zen. I do kow you guys need to make your salary.
6. For the "Very" best foundry modules or campaigns. Allow that author to create one companion that would be say a "1 or 2" percent drop.
No, no, no, no, no. Why do you people think that giving additional tools (only) to successful authors is a good idea? It's a kick to the face of any new author, because for players, it will become a new standard they expect in quests. Quests that don't have it (because the author hasn't been deemed worthy of adding bosses) will be played even less, or get lower rating just because of it.
For me, the day some authors will be allowed more tools than others will be the day I uninstall this game.
No, no, no, no, no. Why do you people think that giving additional tools (only) to successful authors is a good idea? It's a kick to the face of any new author, because for players, it will become a new standard they expect in quests. Quests that don't have it (because the author hasn't been deemed worthy of adding bosses) will be played even less, or get lower rating just because of it.
For me, the day some authors will be allowed more tools than others will be the day I uninstall this game.
You have to grind to make a level 60 character, you don't start the game at level 60 or with the best gear. This is no different. If we allowed new Authors to make Boss content with drops it would be a endless type arena with boss mobs one after another for a farm.
Frankly I have played 40 for review modules and most are really bad. A few where really good and the community for the most part found them and played them. Earning a foundry graduate cloak before being able to add a "Advanced Boss" encounter shouldn't be a huge issue. (Right now there are many ways I have seen people make boss fights some are really quiet good too)
As for previous comment about foundry companions breaking balance. I simply meant "Skins" for the most part. Nothing that would be game breaking. Heck I bought the Acolytes of K, and that certainly didn't make any missions easier. Heck she was way worse then the standard cleric companion. Still used foundry's to level her up.
I am just throwing idea's around for discussion, because lets face it if you play the game you can see how much the number of players are down.
You have to grind to make a level 60 character, you don't start the game at level 60 or with the best gear. This is no different. If we allowed new Authors to make Boss content with drops it would be a endless type arena with boss mobs one after another for a farm.
Frankly I have played 40 for review modules and most are really bad. A few where really good and the community for the most part found them and played them. Earning a foundry graduate cloak before being able to add a "Advanced Boss" encounter shouldn't be a huge issue. (Right now there are many ways I have seen people make boss fights some are really quiet good too)
As for previous comment about foundry companions breaking balance. I simply meant "Skins" for the most part. Nothing that would be game breaking. Heck I bought the Acolytes of K, and that certainly didn't make any missions easier. Heck she was way worse then the standard cleric companion. Still used foundry's to level her up.
I am just throwing idea's around for discussion, because lets face it if you play the game you can see how much the number of players are down.
Sorry, but there is no grind to make level 60, once i made level 15 about two months ago i went straight into the foundry to work on my quest (that im still tweaking) and aside from logging into the main game for praying to get coins and the occasional friend dragging me out for air on a quest, ive spent 90% of my time in the foundry and still im at level 59 currently.
This game actually levels you so fast that you out-level the content available for any given level.
Additionally, i disagree with your suggestion to hinder authors just because you think they need to "graduate" to using boss encounters, we need boss encounters, just not for loot purposes. we need boss encounters for the climax of a story, The Grand Finale ect..
Have a vendor with purple gear (maybe around PVP or T1), one purple companion, two blue companions, one purple mount, two blue mounts, and some customization gear (dyes, fashion, etc).
Highly doubt this would be farmable. It isn't based on average time, but time spent in the quest. If someone wants to afk for an hour to get three tokens, fine. But when it costs 100 tokens to get one gear piece, well, that might help ease the afk exploiters.
Now, bosses, I agree as well. I think the best way for it to work to keep from exploiting isn't a point based system, but a "you HAVE to pick" type of system.
Essentially, you pick the type of boss and the difficulty of said boss (Brute, Controller, Artillery, Lurker, Skirmisher, Soldier....Easy, Standard, Hard, Solo). Even the easy bosses will be a high amount of HP, but they will suffer from the same as the bosses in your standard Cryptic quests (can be easily solo'ed, controlled, a group can waste them in a minute or two.) While the Solo bosses will be more like Karrundax in the way of HP and difficulty.
Each boss has 4 standard and two special attacks, and these do NOT change based on level, but the strength will scale to level. The types of attack vary depending on what you chose for the mob type (controller, brute, etc.) and the difficulty of the boss. So, if I chose a Hard Skirmisher, I would get a list of twenty to thirty attacks to choose from, and I MUST choose four. Then, for the two special attacks, I have a list of around twenty, and I MUST choose two. Dropped loot is green or blue, depending on difficulty of the boss.
My quest was deleted in July of 2013. There were no issues, it had not violated any rules. Was deemed a bug. That quest is still missing.
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
Comments
So what cryptic should do is add a "hidden" drop system that improves drops, but makes players/authors unable to realize how it works. This would halt exploiters, and make it more easy to notice those who do exploits.
However, I'm all up for bosses. If they drop something or not, well I don't really care either as a player or author, but many do care. Hence that hidden drop system might prove useful. - Just my two cents ^^
Brethren of the Five, Campaign. - Story focused
The Dwarven Tale - Hack 'N Slash
No, no, no, no, no. Why do you people think that giving additional tools (only) to successful authors is a good idea? It's a kick to the face of any new author, because for players, it will become a new standard they expect in quests. Quests that don't have it (because the author hasn't been deemed worthy of adding bosses) will be played even less, or get lower rating just because of it.
For me, the day some authors will be allowed more tools than others will be the day I uninstall this game.
NW-DMFGWPBN3 The Lost City - Review Thread
You have to grind to make a level 60 character, you don't start the game at level 60 or with the best gear. This is no different. If we allowed new Authors to make Boss content with drops it would be a endless type arena with boss mobs one after another for a farm.
Frankly I have played 40 for review modules and most are really bad. A few where really good and the community for the most part found them and played them. Earning a foundry graduate cloak before being able to add a "Advanced Boss" encounter shouldn't be a huge issue. (Right now there are many ways I have seen people make boss fights some are really quiet good too)
As for previous comment about foundry companions breaking balance. I simply meant "Skins" for the most part. Nothing that would be game breaking. Heck I bought the Acolytes of K, and that certainly didn't make any missions easier. Heck she was way worse then the standard cleric companion. Still used foundry's to level her up.
I am just throwing idea's around for discussion, because lets face it if you play the game you can see how much the number of players are down.
Sorry, but there is no grind to make level 60, once i made level 15 about two months ago i went straight into the foundry to work on my quest (that im still tweaking) and aside from logging into the main game for praying to get coins and the occasional friend dragging me out for air on a quest, ive spent 90% of my time in the foundry and still im at level 59 currently.
This game actually levels you so fast that you out-level the content available for any given level.
Additionally, i disagree with your suggestion to hinder authors just because you think they need to "graduate" to using boss encounters, we need boss encounters, just not for loot purposes. we need boss encounters for the climax of a story, The Grand Finale ect..
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013