I would play good Foundry missions without any rewards at all, if the mission was fun. I can level up my toons through Smash Alerts.
I have played every mission in every zone except Lemuria (though I have done about half of those). I have done all the missions in MC, Desert, and Canada multiple times. I have done all the comic series and adventure packs (couple times each), and I've done all the UNITY missions and NemCon.
I want something to do that's different, fun even. It's easy to get Q, G, or items if you want them.
Finding something new and different is what's hard.
Realistically. At this point do we have enough users invested in the game to make a decent amount of player-generated content if a foundry were present? I'm not trying to be all doom and gloom but I've recently returned to the game after about a month (or two) away and the population seems to be really really low. Almost as low as it was the day before we went F2P.
Realistically. At this point do we have enough users invested in the game to make a decent amount of player-generated content if a foundry were present? I'm not trying to be all doom and gloom but I've recently returned to the game after about a month (or two) away and the population seems to be really really low. Almost as low as it was the day before we went F2P.
I think so, there has been a nice amount of people responding in the Kickstarted thread for the Foundry. Plus I know I would spend ours making stuff and I am sure others would push out missions in large numbers.
The question has recently been asked - why exactly do we want a Foundry here? After all, it has been pointed out, the Foundry in STO is low in rewards - why would anyone want to play our Foundry adventures in CO?
In my view, there haven't been a lot of complaints about missions not giving adequate rewards (well, except Grab Alerts, but then, high Resource rewards is part of their raison d'etre, no?). What many have been complaining about is a lack of content - that dressing up in our fancy costumes is fun, sure, but then what is there to do?
I believe that the implementation of a Foundry in CO would lead to an explosion of new, player-authored content. Sure, it would doubtless invoke Sturgeon's Law ("90% of everything is crap"), but oh, that other 10%!
It is my belief that people would play these adventures not because they want to have Resources falling on them like rain (it's not that hard to get rich through normal gameplay), but because it's something new to do. Over time, some adventures would prove more popular than others; when that happens, Cryptic can always incorporate them into the main game, perhaps throwing a token payment at the writer (I'd be happy to create adventures in exchange for Zen...).
Discussion?
I'm not sure this discussion can be argumented in this way as we're talking about Champions, i.e. : each new feature turns many working things into useless bugged ones.
So, no matter how we look at it, it's important and relevant to consider that a Foundry in Champions is going to break more game mechanics.
Now, on a more positive and constructive side, we may expect and hope that the upcoming foundry in NW is going to give the required and instructive feedbacks to the devs to see and know how to implement a foundry in Champions.
I think so, there has been a nice amount of people responding in the Kickstarted thread for the Foundry. Plus I know I would spend ours making stuff and I am sure others would push out missions in large numbers.
And then they go do something else once they realize how much work building a mission take. Either abandoning it completely or putting out badly buggy missions.
And then they go do something else once they realize how much work building a mission take. Either abandoning it completely or putting out badly buggy missions.
Speak for yourself.
I have made long, very complex missions for NWN and NWN2. There are plenty of folks here who have done the same, or have made missions or levels for other games.
The video posted earlier regarding the Foundry in NWO makes it appear to be quite intuitive and straight-forward to use so far.
Being a realist, I am in full agreement with the 90/10 rule. Most likely, 90% of the content created with the Foundry will be of questionable quality or attempts to exploit game mechanics. However, even if it's 95/5, that 5% could be enough, IMO, to keep a lot of people interested in this game and playing. It might even be the push that revitalizes the game a bit, especially if it could be used to create group-based or PvP content, two areas where the game is sorely lacking today.
Imagine the serial adventures some of the more creative minds in this community could create. I 'd pay for the opportunity to see that.
The video posted earlier regarding the Foundry in NWO makes it appear to be quite intuitive and straight-forward to use so far.
Being a realist, I am in full agreement with the 90/10 rule. Most likely, 90% of the content created with the Foundry will be of questionable quality or attempts to exploit game mechanics. However, even if it's 95/5, that 5% could be enough, IMO, to keep a lot of people interested in this game and playing. It might even be the push that revitalizes the game a bit, especially if it could be used to create group-based or PvP content, two areas where the game is sorely lacking today.
Imagine the serial adventures some of the more creative minds in this community could create. I 'd pay for the opportunity to see that.
This covers my thoughts on the matter as well.
Besides, I am very curious to see exactly what Slapperfish would come up with. Curious and afraid that is.
I have made long, very complex missions for NWN and NWN2. There are plenty of folks here who have done the same, or have made missions or levels for other games.
While I'm sure your modules were bug-free, well written, and didn't force me to do an interactive version of the novel you always wanted to write, the vast majority were incomplete, buggy, and half baked attempts to make an entirely different game. And I know because I spent years trying as many as I could. I loved NWN.
That's not to say there weren't a nice collection of really good adventures that were better than the expansions. But you could count those on one hand. If this new Foundry is as supportive of ideas as the Aurora toolset, maybe some stand out missions can be made. But I expect a lot of the same buggy heaps of meh STO presents simply because the authors are shackled.
While I'm sure your modules were bug-free, well written, and didn't force me to do an interactive version of the novel you always wanted to write, the vast majority were incomplete, buggy, and half baked attempts to make an entirely different game. And I know because I spent years trying as many as I could. I loved NWN.
That's not to say there weren't a nice collection of really good adventures that were better than the expansions. But you could count those on one hand. If this new Foundry is as supportive of ideas as the Aurora toolset, maybe some stand out missions can be made. But I expect a lot of the same buggy heaps of meh STO presents simply because the authors are shackled.
I am absolutely positive that a blivet of worthless material will be produced; that doesn't deter me from hoping that the foundry will still produce some real gems.
For myself, I'm reposting this short note from the "Please, gimme" thread that spawned this whole thing:
Personally, I would pay- a fair amount, too- for the ability to realize a number of the campaign adventures I've run in my PnP game in CO. Further, given that I have a fairly loyal cadre of PnP gamers who enjoy my adventures, I might even be able to get a few more players into the game just for the opportunity to see their characters chewing bubblegum, taking names, and kicking patootie!
So far, I've read the first two pages of the thread. You all seem to know what's it's about, fine.
CO is my first real MMO game, since Neverwinter Nights I & II aren't.
And I still don't know exactly what is a "Foundry", in game terms. I have undestood that it's a kind of tool which enable players to create some content. That's all.
I'd like to know, precisely, what' it is, and how it's supposed to work. Could someone explain, please?
We love our strange and individual characters, but our ability to interact with others and make our backgrounds (and nemesi) matter is very limited. Heck, the background we set on a Nemesis is invisible to all other characters. Sigh.
CO, more than most other games, encourages our creativity in designing our character stories. But the game as a whole has no real avenue for communicating that story -- enter Foundry.
As for rewards -- we pretty much have content-less reward farming already with Alerts. If all you want to do is grind for XP or money or Mods, there you go. It's fast, you don't have to run around, go for it.
You have to avoid putting too much reward into user content, or you will end up like CoX's mission architect -- constant exploits leading to devs more motivated by removing capabilities than adding to it.
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Basically, a bunch of tools that let you design a mission. You can chose maps, various points and goals, place mobs and triggers. From what I can tell, Foundry allows a lot of complexity -- mobs and objects can appear because of triggers (do X, and the city appears!), there are environmental effects (lights, wind, etc) that can be attached to objects or triggers, etc etc.
Finally, you can publish the mission so other people can play them.
It's very cool and more advanced than, say, CoX's system -- but I never really did much with it because I found the idea of trying to grasp Star Trek background well enough to actually create a new mission too daunting.
CO, on the other hand, gives considerable freedom to do whatever. I don't feel quite as beholden to doing something based entirely on convoluted CO background, and I don't feel as intimidated by the potential audience.
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Basically, a bunch of tools that let you design a mission. You can chose maps, various points and goals, place mobs and triggers. From what I can tell, Foundry allows a lot of complexity -- mobs and objects can appear because of triggers (do X, and the city appears!), there are environmental effects (lights, wind, etc) that can be attached to objects or triggers, etc etc.
Finally, you can publish the mission so other people can play them.
It's very cool and more advanced than, say, CoX's system -- but I never really did much with it because I found the idea of trying to grasp Star Trek background well enough to actually create a new mission too daunting.
CO, on the other hand, gives considerable freedom to do whatever. I don't feel quite as beholden to doing something based entirely on convoluted CO background, and I don't feel as intimidated by the potential audience.
Thanks for answering.
Is it a kind of map/npc editor, which can/could be used out of game, or is it used in-game, like nemesis creator? (assuming you will talking about the one you effectively know)
Thanks, Scott. I'll try to look and understand, but since english is not my native language, I'm not very optimistic.:biggrin:
I saw another video (linked in this thread or the other one on the Foundry topic, i don't remember), but I have to admit I didn't understand very much of all the guy said. Without subtitles, it's not easy.
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Ugh. Kumamon. Terror of Kumamoto Station. You gotta catch the trolly quick when the tourism board hauls him out.
Wait? Whaaaa..?
I have played every mission in every zone except Lemuria (though I have done about half of those). I have done all the missions in MC, Desert, and Canada multiple times. I have done all the comic series and adventure packs (couple times each), and I've done all the UNITY missions and NemCon.
I want something to do that's different, fun even. It's easy to get Q, G, or items if you want them.
Finding something new and different is what's hard.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
My Amazon author page
How to build a freeform character...the Kenpo way
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Freeform Builds Directory (Last updated: 04/23/2016)
Serving since September, 2009 / 65 Characters, 63 Level 40's
I think so, there has been a nice amount of people responding in the Kickstarted thread for the Foundry. Plus I know I would spend ours making stuff and I am sure others would push out missions in large numbers.
I'm not sure this discussion can be argumented in this way as we're talking about Champions, i.e. : each new feature turns many working things into useless bugged ones.
So, no matter how we look at it, it's important and relevant to consider that a Foundry in Champions is going to break more game mechanics.
Now, on a more positive and constructive side, we may expect and hope that the upcoming foundry in NW is going to give the required and instructive feedbacks to the devs to see and know how to implement a foundry in Champions.
And then they go do something else once they realize how much work building a mission take. Either abandoning it completely or putting out badly buggy missions.
Wait? Whaaaa..?
Speak for yourself.
I have made long, very complex missions for NWN and NWN2. There are plenty of folks here who have done the same, or have made missions or levels for other games.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Being a realist, I am in full agreement with the 90/10 rule. Most likely, 90% of the content created with the Foundry will be of questionable quality or attempts to exploit game mechanics. However, even if it's 95/5, that 5% could be enough, IMO, to keep a lot of people interested in this game and playing. It might even be the push that revitalizes the game a bit, especially if it could be used to create group-based or PvP content, two areas where the game is sorely lacking today.
Imagine the serial adventures some of the more creative minds in this community could create. I 'd pay for the opportunity to see that.
This covers my thoughts on the matter as well.
Besides, I am very curious to see exactly what Slapperfish would come up with. Curious and afraid that is.
'Caine, miss you bud. Fly high.
While I'm sure your modules were bug-free, well written, and didn't force me to do an interactive version of the novel you always wanted to write, the vast majority were incomplete, buggy, and half baked attempts to make an entirely different game. And I know because I spent years trying as many as I could. I loved NWN.
That's not to say there weren't a nice collection of really good adventures that were better than the expansions. But you could count those on one hand. If this new Foundry is as supportive of ideas as the Aurora toolset, maybe some stand out missions can be made. But I expect a lot of the same buggy heaps of meh STO presents simply because the authors are shackled.
Wait? Whaaaa..?
I am absolutely positive that a blivet of worthless material will be produced; that doesn't deter me from hoping that the foundry will still produce some real gems.
For myself, I'm reposting this short note from the "Please, gimme" thread that spawned this whole thing:
Personally, I would pay- a fair amount, too- for the ability to realize a number of the campaign adventures I've run in my PnP game in CO. Further, given that I have a fairly loyal cadre of PnP gamers who enjoy my adventures, I might even be able to get a few more players into the game just for the opportunity to see their characters chewing bubblegum, taking names, and kicking patootie!
CO is my first real MMO game, since Neverwinter Nights I & II aren't.
And I still don't know exactly what is a "Foundry", in game terms. I have undestood that it's a kind of tool which enable players to create some content. That's all.
I'd like to know, precisely, what' it is, and how it's supposed to work. Could someone explain, please?
Edit your avatar and other options
@Moustic in game.
Gold since 2009. Lifetime since May 2012.
I play with freeforms AND archetypes.
CO, more than most other games, encourages our creativity in designing our character stories. But the game as a whole has no real avenue for communicating that story -- enter Foundry.
As for rewards -- we pretty much have content-less reward farming already with Alerts. If all you want to do is grind for XP or money or Mods, there you go. It's fast, you don't have to run around, go for it.
You have to avoid putting too much reward into user content, or you will end up like CoX's mission architect -- constant exploits leading to devs more motivated by removing capabilities than adding to it.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Basically, a bunch of tools that let you design a mission. You can chose maps, various points and goals, place mobs and triggers. From what I can tell, Foundry allows a lot of complexity -- mobs and objects can appear because of triggers (do X, and the city appears!), there are environmental effects (lights, wind, etc) that can be attached to objects or triggers, etc etc.
Finally, you can publish the mission so other people can play them.
It's very cool and more advanced than, say, CoX's system -- but I never really did much with it because I found the idea of trying to grasp Star Trek background well enough to actually create a new mission too daunting.
CO, on the other hand, gives considerable freedom to do whatever. I don't feel quite as beholden to doing something based entirely on convoluted CO background, and I don't feel as intimidated by the potential audience.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Thanks for answering.
Is it a kind of map/npc editor, which can/could be used out of game, or is it used in-game, like nemesis creator? (assuming you will talking about the one you effectively know)
Edit your avatar and other options
@Moustic in game.
Gold since 2009. Lifetime since May 2012.
I play with freeforms AND archetypes.
http://www.youtube.com/watch?v=EhpYM8GDMIE
I saw another video (linked in this thread or the other one on the Foundry topic, i don't remember), but I have to admit I didn't understand very much of all the guy said. Without subtitles, it's not easy.
Edit your avatar and other options
@Moustic in game.
Gold since 2009. Lifetime since May 2012.
I play with freeforms AND archetypes.