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Foundry Lockboxes

myrkolithmyrkolith Member Posts: 212 Arc User
Adding this here since it is feedback as well, hoping to see what players think of the idea.

I just figured I would put all my ideas up here and just see what people think and hopefully the devs will read these as well.

I know that you guys tend to put most of your time and effort into the things that make you money, which make sense in business, but sort of leaves the Foundry out in the cold waiting for the wolves to devour it.

So my suggestion is this, make a second Lockbox that is seperate from the dropped ones (You could also change it from time to time like you do with the regular ones) It would require a lockbox key to open just like the normal boxes but would only drop each time someone completes a Daily quest Qualified Foundry Quest 15+ min. (I would have suggested that it also only drop off Foundry mobs, but that's a second option, I prefer the first since it's not exploitable.)

Toss some unique rewards in there and now people will play Foundry to get them, while spending cash to open them, now instantly Foundry can make you money and profit. It works for us as Authors, since people will play Foundry more often as it's the only way to get the box, also it works for you since you have a new option for revenue and all you have to do is create a new Lockbox.

Thanks for reading as usual...

@strumslinger
Conduit of Time: 7 Chapter Campaign in progress (Currently Chapter 6 Released)
Search @Longshire for 12 Foundry Quests, all are story driven adventures
Story -- Medium/Heavy, Combat -- Light/Medium, Lore -- Medium/Heavy

Comments

  • quspivquspiv Member, NW M9 Playtest Posts: 1,087 Arc User
    Foundry instances could drop the old lockboxes instead.
  • myrkolithmyrkolith Member Posts: 212 Arc User
    They aready hve events that bring back the older lockboxes from time to time, trade events etc.

    So it would benefit Foundry in the long run to have it's own unique box that can only be found by playing Foundry.
    Conduit of Time: 7 Chapter Campaign in progress (Currently Chapter 6 Released)
    Search @Longshire for 12 Foundry Quests, all are story driven adventures
    Story -- Medium/Heavy, Combat -- Light/Medium, Lore -- Medium/Heavy
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited August 2015
    This would require first the creation of the unique items that would drop from the new box, and then the creation of a loot table just for Foundry, so that the box would drop there and nowhere else.

    Mobs in Foundry quests just use standard loot tables for their level and type (minion/champion). Certain creature types can even drop items like Blackdagger crypt keys that have no purpose and just confuse people who find them in Foundry.
    Guild Leader - The Lords of Light

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  • jaydenomega812jaydenomega812 Member Posts: 152 Arc User
    This is an intriguing idea to make a lockbox specifically for foundry. I agree with @beckylunatic it would require different loot tables, but with that they could do something different with them loot tables since the foundry encounters aren't quite the exact same encounters you see in all other parts of current content. Though adding the same encounters you see everywhere else in game content would make redoing foundry loot tables null and void. But, there is still bringing a specific lock box to the table.

    With that being said though....placing enough controls on a foundry only lockbox dropping so that there not going for 1 million ad on the market or close, but at the same time not letting it drop from the farmer styled mods would be the most challenging part of it.

    Overall though because of the challenges associated I still stand on the side of leave the foundry alone except to bring in more content to it as it becomes available in the game otherwise. Some people just enjoy creating foundry as some just enjoy playing foundry. Either way or both ways doesn't change the fact that it's optional content.
  • myrkolithmyrkolith Member Posts: 212 Arc User
    My point is they aren't doing jack for the Foundry, they haven't fixed the bugs we've had for months, they haven't given us anything new at all last update with Elemental Evil, they have completely abandoned it, so I am trying to give them a way to make money.

    Also as far as the loot tables, they wouldn't need to create entirely different loot tables at all, they have flags that tell what creatures drop what, all they have to do is turn on a flag that says it also drops Foundry lockboxes, or flag them like the quest drops, while on x quest they drop y item. I mean they already have different loot tables for zones certain items that can only drop in certain zones, even off the same exact mobs.

    The other option since the end chest is only a green item, would be to use the chest at the end instead of mobs dropping them specifically, which was the primary way I would have done it. This way farming quests can't get them until they finish the quest anyways, which would lead to them playing something that has a story but is at least 15 min long. The daily quest rewards had to be done for a 15min Foundry, that's all you would need to combat it. Plus if a lot of them drop that's fine, a ton of them drop in normal content so either way works.

    The end result is, if nothing is done, nothing new is suggested, no one plays Foundry anymore because the rewards are garbage and no one will spend time doing it. Not when they could be earning epic gear or shiny new enchants etc. Especially now with all the stuff to be done with Strongholds. Foundry will become a ghost town and with all the little work being done by the dev for the Foundry, all I can surmise is they want Foundry to die. They are doing nothing to help it grow and flourish, just waiting for it to die completely.

    @strumslinger
    Conduit of Time: 7 Chapter Campaign in progress (Currently Chapter 6 Released)
    Search @Longshire for 12 Foundry Quests, all are story driven adventures
    Story -- Medium/Heavy, Combat -- Light/Medium, Lore -- Medium/Heavy
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