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Poll: Most Important "Big Ticket" Foundry Enhancements

eldartheldarth Member Posts: 4,494 Arc User
Thought it'd be interesting to see what people think would be their most important "Big Ticket" (Difficult, Complex, Lots of work) foundry enhancements.

So what (of this poll) are your most desired foundry enhancement(s)?
Note: You may vote for more than one
Post edited by Unknown User on

Comments

  • grimahgrimah Member Posts: 1,658 Arc User
    edited November 2013
    bosses.

    As an author and player I do not think rewards (unless unique) would add much to the foundry experience. (If they want exp from foundry they would just do exp/grinding maps)
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  • celantracelantra Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild Users Posts: 465
    edited November 2013
    Think grouping Boolean logic and timers is not correct as they are completely different things.
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited November 2013
    Bosses would be very nice, I have gotten a few mechanics such as timed trash spawns to work but not as many as I would like.
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • harbinger815harbinger815 Member, Neverwinter Beta Users Posts: 41
    edited November 2013
    more encounter types. things like slimes,displacer beasts,cave fishers,and tons more. basically more non bipedal encounters
  • eldartheldarth Member Posts: 4,494 Arc User
    edited November 2013
    celantra wrote: »
    Think grouping Boolean logic and timers is not correct as they are completely different things.

    Meh...internally they are both "event triggers", one takes an expired alarm input, the others take 2 inputs. So, functionally to the foundry author they are definitely different, developer wise they should be closely related.

    ...and I want both. :p
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited November 2013
    . . . . . I voted for everything! Since I did that, I'd like to list them in order of my own personal preference on what I'd like to see most, in order of most desired to least desired. That is not to say that the last is not desired, as all of these are desired by myself:

    1. Improved rewards and non-worthless/empty final chest
    2. Boss Encounters
    3. Timer and Boolean Logic (and, or, not) event triggers
    4. Transitions back to prior maps
    5. Rewards for Non-Combat objective completion
    6. Minor "loot chests" for one or a group of encounters
    7. Author Placeable Skill Nodes
    8. PVP Maps

    . . . . . Thanks for this poll!

    . . . . . P.S. Would you like me to remove the poll's closing date, or did you mean for it to close at a certain date and time?
  • antonkyleantonkyle Member Posts: 776 Arc User
    edited November 2013
    I thought I'd list them in order of my own personal preference as it is so different. I agree with Zeb though, all would be an improvement in one way or another.

    However I did not vote for my bottom three. The reason is because they are all to do with loot chests and in my mind it would be better to do away with 'loot chests' and bring in a token system where you are rewarded by time spent in each foundry. Like 1 token for every 15mins and 30 tokens get you a helmet. (type thing)

    1)PVP Maps
    2)Boss Encounters
    3)Author Placeable Skill Nodes
    4)Timer and Boolean Logic (and, or, not) event triggers
    5)Transitions back to prior maps

    6)Improved rewards and non-worthless/empty final chest
    7)Rewards for Non-Combat objective completion
    8)Minor "loot chests" for one or a group of encounters
  • imaginaerum1imaginaerum1 Member, NW M9 Playtest Posts: 378 Arc User
    edited November 2013
    antonkyle wrote: »
    ...bring in a token system where you are rewarded by time spent in each foundry. Like 1 token for every 15mins and 30 tokens get you a helmet. (type thing)

    I fully support this idea.
    If people are willing to grind out hundreds of useless tokens in the various events just to get a no-game-effect costume piece, they'd be willing to do foundries to get them. Make it time-based instead of the daily anything-over-the-minimum, and you will see people playing the longer quests instead of just grinding out the same ones that barely exceed 15 minutes.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited November 2013
    I voted boss encounters, but what I really wanted to see was "difficulty scaling for groups."

    Foundries are boring. I want to make group dungeons. I used to run foundries often with my guild, but it's been ages now since I bothered with the Daily Foundry. When I log into an MMO the last thing I want to do is solo, and I have Sharandar for that. Foundries have no real rewards and no challenge. Even without any real rewards I would want to complete an uber-difficult one just for saying that I did, but even that isn't possible.

    Real shame, was one of the selling points on the game for me when it came out, and I haven't bothered to log back into the Foundry or even run a mission in so long I can't remember the last time.
  • antonkyleantonkyle Member Posts: 776 Arc User
    edited November 2013
    ranncore wrote: »
    I voted boss encounters, but what I really wanted to see was "difficulty scaling for groups."

    Foundries are boring. I want to make group dungeons. I used to run foundries often with my guild, but it's been ages now since I bothered with the Daily Foundry. When I log into an MMO the last thing I want to do is solo, and I have Sharandar for that. Foundries have no real rewards and no challenge. Even without any real rewards I would want to complete an uber-difficult one just for saying that I did, but even that isn't possible.

    Real shame, was one of the selling points on the game for me when it came out, and I haven't bothered to log back into the Foundry or even run a mission in so long I can't remember the last time.

    I'd agree with this. I only play solo here as I'm not in a guild and don't really play the game other than making foundries but I would love to 'make' group quests. The problem I face is I have no way to test the combat. If they had group ready mobs this would no longer be an issue so I fully support it.

    On another note, my Into the underworld is very hard and could be played with more than one. No more than three though without it being to easy.
  • zahinderzahinder Member Posts: 897 Arc User
    edited November 2013
    #1 fix, IMO, isn't on the list.

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  • ananvilhurtzananvilhurtz Member, Neverwinter Beta Users Posts: 0 Arc User
    edited November 2013
    Definitely voted for reason to play Foundry's. Without that, the rest is pretty moot.
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  • wintersmercywintersmercy Member Posts: 0 Arc User
    edited November 2013
    I'd say the #1 requirement to make the Foundry worthwhile would be raising the user cap to 20 (they can do it for Gauntlgrym, so they have the technology).

    You can hack and bodge your way around most of the above (except stuff that produces loot) but you can't get more than five people in a map at once. This immediately discounts any sort of hub, any large-scale fun event, and any real user control. It kills the Foundry as any sort of tool for social gaming.

    As the leader of a guild that does Foundry stuff and roleplaying, I would pay Cryptic a fee for the ability to let my guildies put up 20 person maps. Extra money, Cryptic! Money! And I'd probably pay more money if I could stick boss fights and loot in there. Not so I could exploit it (though I've no doubt it could be exploited) but because then my guild could do stuff together without splitting ourselves into 3 or 4 groups. And if other people could enjoy 20 person content we created, so much the better. Even if they made it another colossal rip off like the Hero of the North pack (which I have), I'd pay more to get this. Perhaps even if it just let me make my own maps 20 people.
  • laurelaslaurelas Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 2 Arc User
    edited November 2013
    I'd say the #1 requirement to make the Foundry worthwhile would be raising the user cap to 20 (they can do it for Gauntlgrym, so they have the technology).

    Yes, and yes! Expand the number of people who can be on a map, it would make a world of difference and might just keep a large portion of the community from changing over to other games that cater to roleplayers more.
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited November 2013
    I'd say the #1 requirement to make the Foundry worthwhile would be raising the user cap to 20 (they can do it for Gauntlgrym, so they have the technology).

    You can hack and bodge your way around most of the above (except stuff that produces loot) but you can't get more than five people in a map at once. This immediately discounts any sort of hub, any large-scale fun event, and any real user control. It kills the Foundry as any sort of tool for social gaming.

    As the leader of a guild that does Foundry stuff and roleplaying, I would pay Cryptic a fee for the ability to let my guildies put up 20 person maps. Extra money, Cryptic! Money! And I'd probably pay more money if I could stick boss fights and loot in there. Not so I could exploit it (though I've no doubt it could be exploited) but because then my guild could do stuff together without splitting ourselves into 3 or 4 groups. And if other people could enjoy 20 person content we created, so much the better. Even if they made it another colossal rip off like the Hero of the North pack (which I have), I'd pay more to get this. Perhaps even if it just let me make my own maps 20 people.

    Right now it is hard to even challenge a five person group in the foundry, how would a twenty person group foundry work? The first "boss fight" would probably use the entire encounter limit just having enough ogres to make it challenging.
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • wintersmercywintersmercy Member Posts: 0 Arc User
    edited November 2013
    Right now it is hard to even challenge a five person group in the foundry, how would a twenty person group foundry work? The first "boss fight" would probably use the entire encounter limit just having enough ogres to make it challenging.

    Combat isn't really relevant for the reason I want a 20 person Foundry capacity. Combat in Neverwinter is a bit of a joke at high gear scores, let alone in the Foundry. But if they're charging for the privilege of large servers, then as I said I'd expect boss fights or the like.

    Though if someone can't challenge a five person group by thinking laterally and implementing ways to split them up or utilising the encounters with push/pull, then I can certainly see that they wouldn't want to make a 20 person Foundry.
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited December 2013
    I agree with wintersmercy, bigger groups for the foundry would be awesome, specially for rp instances.
    boolean logic, bosses, pvp maps and return to prior maps are my top picks, but I want all of them.
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  • karlodunkarlodun Member, NW M9 Playtest Posts: 69 Arc User
    edited December 2013
    There should be an implementation for non-linear quests. Few days ago I started to create my first quest, when I had to realize, that there is no way to make it....
  • eldartheldarth Member Posts: 4,494 Arc User
    edited December 2013
    karlodun wrote: »
    There should be an implementation for non-linear quests. Few days ago I started to create my first quest, when I had to realize, that there is no way to make it....

    There's probably a way -- it's just not very obvious, and slightly difficult, and uses up encounters quickly.
  • ashawkinsashawkins Member Posts: 6 Arc User
    edited December 2013
    I'm working on a semi-non-linear quest, And it is pretty challenging making sure the player will be thrilled following the path or going off road.
  • slinkyalslinkyal Member Posts: 33 Arc User
    edited December 2013
    lol I voted "Boss Encounters" but I longed to vote all of the above.
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  • ymisuymisu Member Posts: 5 Arc User
    edited December 2013
    antonkyle wrote: »
    bring in a token system ...

    Please, not another form of currency.
  • charononuscharononus Member Posts: 5,715 Arc User
    edited December 2013
    I'd just like to say I find rewards for non-combat objectives to be something that should never be added into a video game. Non-combat is best done in pnp with friends or reading a book. Video games are about beating enemies etc, not reading fan fiction. Some dialog and story is great but when that's the majority, it's a failure as a video game design.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited December 2013
    charononus wrote: »
    I'd just like to say I find rewards for non-combat objectives to be something that should never be added into a video game. Non-combat is best done in pnp with friends or reading a book. Video games are about beating enemies etc, not reading fan fiction. Some dialog and story is great but when that's the majority, it's a failure as a video game design.

    Luckily, there are search tags and you can "Exclude: Story Focus" and "Include: Combat Focus" and enjoy fighting your way through all the pits of spiders, ogres, and giants.
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