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Serious idea : Player generated dungeon

irene#2829 irene Member Posts: 159 Arc User
Hi developers,

I wish to share an opportunism idea to turn this game into a million player game.

According to steam charts,
- Neverwinter players dropped from 7k to 700 after many years.
- Another Game "Counter-Strike" started off with only 932 and is now having over 1 million peak players.

Source
https://steamcharts.com/app/109600
https://steamcharts.com/app/730

As we know, mmorpg games are all about that epic loot and grind on the same map over and over. Neverwinter captures that motivation correctly. It is a lot of fun playing dungeons together. Unfortunately after years people might just need to take a break from those maps. There have been many returning players and they enjoyed the maps and grinds again.

The Counter-Strike is no fancy game with a lot of patches or grind. It's the same very old map over and over.
Why is it successful and able to hit 1 million players?

The reason is simple - the players do different things in the shooting maps everyday. Each game will be different from the rest. There is never a dull moment after many years. Over the years, people come and go, improved or lost it - it means getting new groups of enemies and challengers. Seeing the game's success, they create another game "Counter-strike condition zero" with single player and missions. The game died off really fast, proving that the company itself don't see the importance of player generated experience.

Now, why is that people demand for a house? It's a player generated content where you can check your friend's house and build your own. It is one of the reasons for Final Fantasy online to stay alive.

Now the idea above all others - Player generated dungeon. This idea might just turn Neverwinter into a million player game.

1. Players can become a landlord and own 1 dungeon.
2. Unlock creatures, traps and boss and add it into their dungeon, similar to how we craft chairs and tables for guild hall.
3. Random player dungeon queue. If player have a lot of strong creatures, it can be done with 1, 3 or 5 players.
4. There will be different dungeons to experience everyday. Some can have a lot of deadly traps, some can have very tanky creatures.

In this formula, we no longer grind the same map and leave. We will join the game and experience new surprises.

What if everyone copied the best design dungeon and turn it into a boring meta? In Neverwinter we can get different overload enchants and builds to break a particular design. If that design is popular people will build up that character to overcome. When it is overcomed people will build other designs. It means exploring powerful DPS build, powerful defense build, and it brings neverwinter's character building to new heights.

Thank you developers for reading till this paragraph. Hope I have successfully communicated my thoughts and made a strong stand on my idea.
I believe there will be flamers and keyboard warriors who claim "ah this idea sucks and wouldn't work". I wish to remind that all every successful game comes from just one right idea, and every idea carries weight. If the insulter could not suggest any better idea to increase game population, then I hope you can ignore the insulter's comment.
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Comments

  • irene#2829 irene Member Posts: 159 Arc User
    Player generated dungeon

    Room Customize
    Chose where to place barriers and traps

    Creature Customize
    Having more HP, attack or defense

    Synergy Creatures
    Creatures that can shield or heal other creatures
    Creatures that doesn't attack but will explode if the player hits it
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,410 Arc User
    edited January 2023
    Do you mean Foundry? They gave up on that although it was a player favorite for a long while. If they could not handle Foundry which was already developed and was running, I doubt they could handle anything more complicated.

    Its forum still exists.

    https://www.arcgames.com/en/forums/neverwinter#/categories/the-foundry
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • autumnwitchautumnwitch Member Posts: 1,141 Arc User
    edited January 2023

    Do you mean Foundry? They gave up on that although it was a player favorite for a long while. If they could not handle Foundry which was already developed and was running, I doubt they could handle anything more complicated.

    Its forum still exists.

    https://www.arcgames.com/en/forums/neverwinter#/categories/the-foundry

    I have a sizeable social media fan based account for another game which has a lot of people who used to play NW as well. Now and then I will post something positive (usually a screen grab) from NW and always have a few people ask if they have brought The Foundry back as that as the most significant reason why they played and left.
    Boudica's Sisters - A Guild For Introverts
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited January 2023

    Player generated dungeon

    Room Customize
    Chose where to place barriers and traps

    Creature Customize
    Having more HP, attack or defense

    Synergy Creatures
    Creatures that can shield or heal other creatures
    Creatures that doesn't attack but will explode if the player hits it

    This sounds very different than Foundry, and it be really taking the idea they did for Undermountain Expeditions; yet adding a few more conditions or choices, yet not with a farmed currency more like NPC who offer a choice prior to going forward. Where party votes & majority rules like Illusionist Gambit (choices that change the experience) not just continue on, more similar to Undermountain Expeditions but where it isn't up to Party Leader to decide which farmed runes to place. So this is kind of a variation on something they've already done, yet also agree it also make each Dungeon Run slightly and far more interesting!

    :+1::+1:

    Hi developers,

    I wish to share an opportunism idea to turn this game into a million player game.

    ...

    The reason is simple - the players do different things in the shooting maps everyday. Each game will be different from the rest. There is never a dull moment after many years...

    Now, why is that people demand for a house? It's a player generated content where you can check your friend's house and build your own. It is one of the reasons for Final Fantasy online to stay alive.

    Now the idea above all others - Player generated dungeon. This idea might just turn Neverwinter into a million player game.

    1. Players can become a landlord and own 1 dungeon.
    2. Unlock creatures, traps and boss and add it into their dungeon, similar to how we craft chairs and tables for guild hall.
    3. Random player dungeon queue. If player have a lot of strong creatures, it can be done with 1, 3 or 5 players.
    4. There will be different dungeons to experience everyday. Some can have a lot of deadly traps, some can have very tanky creatures.

    Note: Here I'm speaking to others not the OP = Author of Original Post.

    Here they talking about customizing Dungeon's, which is wonderful if you read original post; later they spoke of 'housing' an smaller side note. Still it's what's may keeps many seeking out customizable challenges, especially if there were several options in older Dungeons introduced, even newer content as well! It doesn't need to introduce new Armor just a chance at Decorations!

    I like they allow us to, or used to customize Guild Halls, wished they allowed or expanded upon that for Workshop's, only if fully upgraded to Tier 4 in fact. Might be easier to expand upon that, as it's kind of a home we've turned into workshop. Though a home in PE, from 1, 2, or 3 different choices might also be nice too for many; and variable dungeon challenges to offer far more loot to (sometimes) drop decorations, is the biggest appeal to many of those more successful environments! If only we could invite friends, or give them a key to visit, or revoke.

    It's just something they've never 'previously' done and now I'd even like to see bring back a bit of life to Stronghold Decorations too! Question is will they?

    https://www.arcgames.com/en/forums/neverwinter#/discussion/1266709/reenvision-chultan-mc-decorations-3-ideas-to-reintroduce
    Post edited by strathkin on
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited February 2023
    --- ♫♪♫♪♪ - ♫♪♫♪♪ - ♫♪♫♪♪ --------------------------------------------------------------------------------------
    As for idea #1, in some games it's not Players yet probably more appropriate, whereby Guild's gain control of Map's or Area's... ...still a good idea too, Guilds challenge each other for control of a map, not thru PvP but through earning more conquests by players through conquests!

    Still #2 has merrit, because there are many rooms in Dungeons, that could sometimes unlock a special Boss given certain conditions apply, &/or our met. What those conditions are, or how they unlock, might vary like time based, puzzles, responses to NPC's, where a party decides (majority rules) or sometimes "20%" randomized? The more variety, would be a great way to adapt or change older content a lot. Might it give a chance to drop a Decoration for the Level 4 Workshop, or your Home (1 of 3 choices) in PE, there'd be a lot options to consider. Transmutes for Armor are also things many seek out as well, perhaps it might also drop fashion (rarely, or something else) depending on what how they adapt each dungeon; yet that would also take time refocused on older Dungeons, while also possibly introducing new or revised Master's content. Similar to what Northdark did with a twist, adding more adaptability into Dungeons how it plays out!
    --- ♫♪♪ - ♪♫♪ - ♫♪♪♪ --

    Still I think your idea's are a very positive suggestion, we can only 'hope' they take some of the ideas to heart. Look for my later post (below) with those Musical divider's as above, as it explains what many popular environments do as well.

    While Northdark attracts some to do new Campaign give it's only 50k, even far fewer are all that excited about a harder Master Dungeon / Trial coming in M24/25. While it is a smaller % of player base, less than (20%) who may be interested in earning the next BiS item, as vast majority are still not even 65-70k yet. So far more need or want encouragement to stay, spend more time giving them something to do, and be encouraged to develop their Character's as they grow! Your original idea, would help explain options to do that... Both are important, neither is neglected yet your solutions really focus on keeping and retaining new players, or those who aren't BiS or at Max Item Level yet.

    NPC choices how to proceed, like Illusionist Gambit.
    ╘ Many do to change how Dungeons, Trials, Skirmishes (by other names) Evolve, & change drops from Mini-boss.

    Runes like Undermountain Expeditions, is another way.
    ╘ Tomb of the Nine God's (does this in a much more minor way) and slightly different, for one boss fight.
    Post edited by strathkin on
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,410 Arc User
    edited January 2023
    strathkin said:

    Player generated dungeon

    Room Customize
    Chose where to place barriers and traps

    Creature Customize
    Having more HP, attack or defense

    Synergy Creatures
    Creatures that can shield or heal other creatures
    Creatures that doesn't attack but will explode if the player hits it

    This sounds very different than Foundry,
    For the items you quoted, it is pretty much Foundry.

    Player generated dungeon - Foundry

    Room Customize
    Chose where to place barriers and traps - Foundry

    Creature Customize
    Having more HP, attack or defense - partial Foundry

    Synergy Creatures
    Creatures that can shield or heal other creatures - Not available in Foundry because the live game does not have it
    Creatures that doesn't attack but will explode if the player hits it - Not available in Foundry because the live game does not have it
    Post edited by plasticbat on
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited January 2023
    I don't believe so, it's not a user-created dungeon, yet more a "user customized" why I said it sounds like Choices of Illusionist Gambit &/or Undermountain Expeditions, yet more choices by NPC, or Portals as you go without new currencies.

    Choice here be made by individual votes, or selections made by the party, with majority votes winning. Still that's based on what, or how you interpreted what they said, and that's how I took it. SWTOR has a lot of that, as does Counter-Strike which the OP spoke of and offers even more variation in the Dungeon to award different challenges, or how fights might evolve... ...and yes while Neverwinter does minimal Decorations (except Guildhall), yet nothing to continue to expand our Workshops... yet SWTOR and others are more popular for the reason the OP said. It's the "big reason" many often run older Dungeons for the chance at several Decorations "mostly"...

    Their focus was Customization, it was a focus here on changing how each dungeon evolves, or adapts based on choices, selected by the party at NPC's, or Portals!

    Player generated dungeon

    Room Customize
    Chose where to place barriers and traps

    Creature Customize
    Having more HP, attack or defense

    Synergy Creatures
    Creatures that can shield or heal other creatures
    Creatures that doesn't attack but will explode if the player hits it

    That's why I like it, yet that's me.
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,410 Arc User
    Foundry allowed player/author to build their own dungeon, rooms, quests, etc.
    Are you saying when irene said "player generated dungeon", she did not mean "user created dungeon"?
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • callumf#9018 callumf Member Posts: 1,710 Arc User
    I think its getting a bit nit-picky here :)

    The concept of The Foundry brought me to NW, but as a casual player I just ended up playing the game, I didnt have time to construct dungeons and adventures.

    So yeah The Foundry is dead.

    BUT the concept of tweaking an existing dungeon as per Undermountain Expeditions and the Barovia Hunts should be possible[?] using the various tools already developed.

    In Barovia didn't the difficulty level lead to greater chance of rewards? Now that I like the idea of.

    I would love to see The Foundry return, but in the meantime tweaking existing content, even if just for fun, has real merit.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited February 2023
    Nicely said. :)

    I'd also love to see a few Heroic's slightly updated, not so much enhanced, just to offer a few more Gems like Ice Wind Dale did! But at least if they from time to time in BHE (Major Heroics) sometimes rarely dropped Decorations, or something else, same could go for Older Dungeons, Skirmishes, Trials and other things as well.

    I also think that would help finding more in many zone's being willing to run Heroic's with you as well. <3
    Post edited by strathkin on
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited September 2023

    Player generated dungeon

    Room Customize
    Chose where to place barriers and traps

    Creature Customize
    Having more HP, attack or defense

    Synergy Creatures
    Creatures that can shield or heal other creatures
    Creatures that doesn't attack but will explode if the player hits it

    What you suggest was in the past. It was called Foundry.
    The developers provided set of tools, so players could create own content by reusing provided assets.


    Sadly that where shut down due multiple reasons.. One of them where that maintaining where too hard. I took lot of devs attention, and there where very little spare time and rescources for other content improvements and developments.

    Post edited by hadestemplar#9918 on
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • irene#2829 irene Member Posts: 159 Arc User
    I'm never heard or try the foundry system.

    If the foundry is what the name sounds like - where people have to design the enviroment from zero, add a story, etc then it might have been too complicated. Their quest will not sell because the buildings and story does not appeal. The experience can be very random and boring.

    Lets revisit the foundry system. In my idea of player generated content - The editing must be simple. For example in starcraft you have a map editor to chose a place, a start location and to add enemies. It resulted in many tower defense map creativity and there are endless fun. In starcraft 2 the map editor gets extremely complicated and difficult to use, so there are very few content creators.

    It just needs to be simple. just give players a few blank rooms and give them different areas to add creatures and defense. Also a boss room for them to pick a boss they want. Then players can farm for parts or zen store to upgrade their creatures, sync the creatures with traps and place them in the right spots together, build defense with smart ideas (e.g. a creature that push you, and there are explosive mines around you).

    With this simple system, there will be a lot of different and unique dungeons to play.

    All players can be given a random player generated dungeon queue. Powerful dungeons that killed a lot of challengers can have their rewards, itemlevel and player count increased from 1 to 5.
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,410 Arc User
    edited February 2023

    I'm never heard or try the foundry system.

    If the foundry is what the name sounds like - where people have to design the enviroment from zero, add a story, etc then it might have been too complicated. Their quest will not sell because the buildings and story does not appeal. The experience can be very random and boring.

    Lets revisit the foundry system. In my idea of player generated content - The editing must be simple. For example in starcraft you have a map editor to chose a place, a start location and to add enemies. It resulted in many tower defense map creativity and there are endless fun. In starcraft 2 the map editor gets extremely complicated and difficult to use, so there are very few content creators.

    It just needs to be simple. just give players a few blank rooms and give them different areas to add creatures and defense. Also a boss room for them to pick a boss they want. Then players can farm for parts or zen store to upgrade their creatures, sync the creatures with traps and place them in the right spots together, build defense with smart ideas (e.g. a creature that push you, and there are explosive mines around you).

    With this simple system, there will be a lot of different and unique dungeons to play.

    All players can be given a random player generated dungeon queue. Powerful dungeons that killed a lot of challengers can have their rewards, itemlevel and player count increased from 1 to 5.

    Foundry basically did what you described. It was relatively simple. There were different authors to make their maps. Different style and different mind set. Some were good and some were not. However, there was a rating system (up to 4 stars I believe). There was NW staff 'recommended'. Yes, there were staff checked them out and 'approved' certain quests. There were 'what is new'. It could do what you described + more. There were authors making tutorials as Foundry quests to teach new players how to play the game. It could make the 'simple' stuff you described. There were good story quests as the extension of the main story of the game. Most players back then prefer 'story' much more than a few rooms to kill stuff. However, that was about the authors and the audiences and not the limit of Foundry.

    About farming for part (i.e. better and/or easier reward), well, that was (artificially) 'disallowed' in Foundry intentionally because author could design something to abuse it. So, if they somehow decide to make a new 'editor' (they won't), they will not give you that.
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited February 2023

    I'm never heard or try the foundry system.

    If the foundry is what the name sounds like - where people have to design the enviroment from zero, add a story, etc then it might have been too complicated. Their quest will not sell because the buildings and story does not appeal. The experience can be very random and boring.

    Lets revisit the foundry system. In my idea of player generated content - The editing must be simple. For example in starcraft you have a map editor to chose a place, a start location and to add enemies. It resulted in many tower defense map creativity and there are endless fun. In starcraft 2 the map editor gets extremely complicated and difficult to use, so there are very few content creators.

    It just needs to be simple. just give players a few blank rooms and give them different areas to add creatures and defense. Also a boss room for them to pick a boss they want. Then players can farm for parts or zen store to upgrade their creatures, sync the creatures with traps and place them in the right spots together, build defense with smart ideas (e.g. a creature that push you, and there are explosive mines around you).

    With this simple system, there will be a lot of different and unique dungeons to play.

    All players can be given a random player generated dungeon queue. Powerful dungeons that killed a lot of challengers can have their rewards, itemlevel and player count increased from 1 to 5.

    Foundry where part not just Neverwinter online, it where part of Star Trek too. It where part of game engine.


    now the issue is that, with each new update even small one, all build community build foundry quest/contents. They need to be checked again, cuz it was common that system simply break.
    Also any change to game or any enemy and it's may affect foundry means
    need to be review again. Cuz it may get broken, also the very tools which required to run Foundry where taking lot of staff's rescources..

    The other thing is that, most foundry pioneers either quit game or stop being active in game. So even if lets say Foundry get back tomorow, it sitll would take time till playes start to make content.


    The other issue is scaling and popularity.

    Before foundry got shut down and removed, some players where making Arena like content. Where you fought against waves of enemies or you could simply spawn large group of them..
    The problem is that, no matter how many enemies/creatures you could put in arena, you wipe them all with one hit. In short, no foundry made content where bringing a real challenge or etc. No challenge = meh.

    While in mod 4 it was good ones, some even required parties in order to clear them..
    And considering the way how game moves with scaling.. No content will be a challenging, and all would become just speed runs.

    The other issues is popularity..

    In old days to get AD where only via salvage epic gear, trade/sell something on AH, or do daily quests.

    Among daily quest/activity where foundry.. In short if you do foundry you where rewarded with rAD.

    There where also other rather negative aspect of foundry. For example players used arena like content to farm event like currencies.
    Some simply get in foundry sit afk for some time, so quest ( foundry) get completed. Cuz it usually required to stay in foundry content for like 10 min.

    So players used bots to farm AD's in such way..




    Now should staff consider to bring founry back.. 100% yes.

    There is simple thing.. In order to stay in mmo market there is only 3 ways.

    1) Go big.
    2) Be first
    3) Be unique.

    Go big = go massive. Not a 10 or 20 players content. I mean literraly large scale content which require multiple parties to participate in it..
    Now obviously neverwinter engine would blow up if it would try do that.. :p

    Be first - cuting/bleeding edge technoliges.. VIsuals, sounds, optimizations, over all innovating and implementing features which other games haven't done..

    And again, Neither game engine capable to take that, and I don't think if Cryptic Staff would go for it. :)


    3) be unique..

    A content which other games don't have. The Guild Wars 2 have combat system which allow to combine/take advantage of few skills in one during fight.. Like with Elementalist ( mystic) cast fire wall, and archer shoot arrows through it. This will make Fire arrows. Or like Fire magic + wind vortex..


    I could list more of examples, but it's not much of important. The important part is that.


    The foundry where Neverwinter key to be Unique game.
    Not only it set Neverwinter apart from other games, it also created what some would call infinite content.
    Any day someone could release own made content.
    Some where even craizy, some decent, some just pure bloodbath( arena). The foundry where kind of tool which allowed to create content which developers due D&D license could not do. Or Wizard of the Coast ( D&D owners) would not permit.


    The other thing is that, it was good distraction. I mean, you could do foundry between new expanasion releases. So players would not be bored.

    The worst thing in all mmo games is get bored. Once you clear all stuffs, or max out. It's over. Game over.

    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited February 2023

    Player generated dungeon

    Room Customize
    Chose where to place barriers and traps

    Creature Customize
    Having more HP, attack or defense

    Synergy Creatures
    Creatures that can shield or heal other creatures
    Creatures that doesn't attack but will explode if the player hits it

    What you suggest where in the past. It was called Foundry.
    The developers provided set of tools, so players could create own content by reusing provided assets.


    Sadly that where shut down due multiple reasons.. One of them where that maintaining where too hard. I took lot of devs attention, and there where very little spare time and rescources for other content improvements and developments.

    Foundry had far too many problems, because it was entirely created by users, and that required too much time to support seeing it shut down for 1-2 months following each Mod.

    Why I thought callumf's said it nicely, in response to my early post...

    The concept of The Foundry brought me to NW, but as a casual player I just ended up playing the game, I didnt have time to construct dungeons and adventures.

    So yeah The Foundry is dead.

    BUT the concept of tweaking an existing dungeon as per Undermountain Expeditions and the Barovia Hunts should be possible[?] using the various tools already developed.

    In Barovia didn't the difficulty level lead to greater chance of rewards? Now that I like the idea of.

    I would love to see The Foundry return, but in the meantime tweaking existing content, even if just for fun, has real merit.

    As @irene#2829 stated has to be simple, why Callum & I suggested the existing tools here:

    I'd rather wish we'd focus on existing tools:
    Illusionist Gambit - where a NPC asks a choice, based on majority vote;
    Undermountain Expeditions; with farmed Rune's in an area - not just 4 boss, yet also leading to him...
    ╘ Tomb of the Nine God's (does this in a much more minor way) and slightly different, for one boss fight.

    Or as @callumf#9018 stated:
    Barovia Hunts, also with something farmed from the area.

    As these already exist, and those idea's could bring Irene's idea back into the light or focus! As well as many going back to older area's as well...

    That would allow you to tweak area's of the fight, to possibly introduce a few new rewards (new Decorations) for stronghold, or maybe even our workshops if at Level 4, or perhaps even a home choice in Protector's Enclave from 1, 2, or 3 choices! It's what many games do that see's many running several older content. It's sadly something NW never explored, and SWTOR does for sure to great success, as does the other example Irene used, it's also why ESO and others have more popularity for sure! They could also bring back several old Class Gear, and introduce a few new ones, among many others if they only took it seriously! :'(

    They'd perhaps be smaller more simple changes, yet also present many opportunities to introduce countless items...

    Not everyone is into always chasing the latest Master's content for BiS, as 85% of the player base isn't 84k, yet they would like reasons to find playing older content more fun again!

    <3
    Post edited by strathkin on
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    edited February 2023
    The devs like to tell the players what to do and how to play right down to the nth degree, they do not like the players having any type of control, they are insanely attached to controlling the entire player experience and direction. As a result, any type of player-editor which gives players control over the game experience will never happen as long as the current lot of devs are there.

    I loved foundry and it was a terrible shame it was removed. I'd love to see it come back in some form.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,152 Arc User
    Every time they did a major patch it took months before the foundry was reinitialized. Took too long, both in hours and dev effort, and there was no money coming in from it.
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    Sometimes things which don't have any direct revenue attached still bring in money in indirect ways just by attracting more people and retaining more people and word of mouth recommendations etc. I think it's possible the game also lost some permanent players when it was removed.

    I do remember how it was always delayed after a patch yea, but I always thought it wasn't the fault of the players that the company couldn't its act together.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,152 Arc User
    If they can't show it on a spreadsheet, there's no return on investment.
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    Return foundry = yes..

    Give access and tools so players could tweak current game, even old content.. By all means no.

    First of all, need to understant that Neverwinter online is based on D&D lore. And game is bound to certain rules, what content can be done and how it can be done.

    Now giving random players access to tweak content, that's instantly breaks D&D license agreements set rules.

    Foundry where good way, cuz all content made there where out of main game. Kind of side game, and had no affect to main game story and gameplay..

    Other thing, if there is chance for someone to cheat, exploit game flaws. Then without doubts some will do that.. And now you offering to give access to such tool which may allow players tweak game content.? Even old one.

    That's like offering to do perform sprint contest in mine field.

    The decorations part and housing.. Some wanted housing, so developers added decoration within SH. How much interest where with it?? not much.

    So in short, what kind benefits goes toward Cryptic for spending time to add housing, which for most players would not even bother to use anyways.?

    Or how many players goes after transmutes? Again small portion of playerbase.
    For most players goes for fast content runs and progress within game.. Ignoring rest of game contents..

    While housing worked in ESO, that sadly would not work here in Neverwinter online.. THat's the harsh reality.
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited February 2023

    While housing worked in ESO, that sadly would not work here in Neverwinter online.. THat's the harsh reality.

    While I think the reason it works in SWTOR, ESO, and so many others... ...is well obvious! Here they limited it to MC II / III, rather than being Dungeon / Skirmish / Trials Drops, or Gold Missions that can't be repeated, or even Heroic's. The problem with Strongholds is that mostly Guild Leader's decided how to Decorate, in a few cases Senior Officer's perhaps might help, or play a role; that works fine for Guilds, yet doesn't encourage most to want to collect things...

    Still they should fix or + old Mat's at SH Temporary Vendors, or sell Decorations in Stronghold ZEN store!
    ╘ You can't buy old explorer's maps any longer, or even get many Mat's as a result now!

    --- ♫♪♫♪♪ - ♫♪♫♪♪ - ♫♪♫♪♪ --------------------------------------------------------------------------------------
    Still the reasons Decorations are popular in other environments is Personal Housing, is because Dungeons, Skirmish, Heroic's, or Trials each all drop possibly various Decorations of various quality; some you need or want several of too! That is what encourages many to run older content, or run it more with friends, and every few mods they could slowly expand the choices that drop from all of these to encourage more to run them. It could also unlock a few new or old transmutes as well, like the old Class Gear for the original classes too.

    The appeal to personal Housing is everyone customizes based on their likes, be it 1 of 3 Estate's to choose in Protector's Enclave, or even a Adventurer's Hideout in one of the Adventure Area's. In SWTOR they design one purchasable for Gold & Astral Diamonds using Neverwinter's currency of course, or you buy ZEN to acquire the other two in this case! :o

    Then they make it a smaller Estate Map / Adventurer's Hideout (using a smaller map) once you've vindicated the area, or campaign; that has a outdoor environment without enemy, then you go inside and can decorate both. Then people could give friends keys to visit or open to the public so others could visit your Estate while your there. That's the appeal everyone has at least a smaller or mid-sized estate they can customize, and some larger ones you pay more for. VIP might unlock a new travel to Estate, depending which you've unlocked and which is your current *active* Estate. For those without VIP they'd pay a Silver & Copper cost + some Astral Diamonds to travel their, unless they find a travel map to do so.
    --- ♫♪♪ - ♪♫♪ - ♫♪♪♪ ---

    As I said before I think Irene's idea was very wise. While I only played a few Foundry Missions, and while I also tried creating one it just took too much time! Also as you said, "based on D&D lore" and it gave Foundry authors too much control to change or adapt the story, that may not align with the campaign story line. It was also down often, and took too long to support and most prefer Bug fixes for Campaigns or Adventurer area's for more!

    That is not the case with the OP idea, where we suggested using Illusionist Gambit NPC to ask how you wanted to proceed, or Runes in Undermountain, or Barovia Hunts that (changes how the fight evolves at points) and maybe changes what drops you might acquire. I've done countless Illusionist Gambit's, Undermountain Expeditions, or even Barovia Hunts far more by a wide margin than I ever did Foundry missions! Those also doesn't change the story; just offers a bit more variety! Those are existing tools too... <3
    Post edited by strathkin on
  • jana#2651 jana Member Posts: 688 Arc User
    I always wished they still had the foundry, sounded neat but before my time. But they really need to get on the bugs that are in this game and getting worse all the time. I think Irenes idea was well developed and easy to picture, but by the way they won't refund anything because of "bugs" I can't see them putting in something they won't make money from. Though like Rockster said things the don't generate revenue really do by a player base staying or increasing.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited February 2023
    What SWTOR does is a mix & match, they offer Strongholds sold for Credit or what we call Gold / Silver / Copper & some Astral Diamonds as well; or do you buy ZEN to get (Gold / Astral Diamonds) is up to you. That also help the Astral Diamond Exchange too, the cost would be far less for smaller Homes. Hideouts & Estate's, than the much Larger ones of course. :astonished:

    Premium Estate's might be only obtained with (with ZEN only) and SWTOR also at times offer several premium Decoration Packs (only with ZEN) yet those can also be sold in part or whole in Auction House too. Some items in the Packs, can also be acquired for free yet those who want them all faster often purchase, and then sell the items they don't require.

    So 85% of the Decorations is obtainable thru mostly trying different content, and with a little effort! The purpose is encouraging more running older content, as they slowly expand Decorations in several from older Dungeons, Trials, or Skirmish from Bosses, or other Enemy that might spawn.

    First they need to increase the appeal to attract players back, or drive interest & keep returning players interested too; the hardest part which you eluded to as well. :+1:
    Post edited by strathkin on
  • rockster#6227 rockster Member Posts: 1,860 Arc User



    First of all, need to understant that Neverwinter online is based on D&D lore. And game is bound to certain rules, what content can be done and how it can be done.
    Now giving random players access to tweak content, that's instantly breaks D&D license agreements set rules.


    The decorations part and housing.. Some wanted housing, so developers added decoration within SH. How much interest where with it?? not much.

    On Lore: They removed half of it completely when they did the big deletion of locations to the point it makes little sense now, there's enough comment from the period when it happened already I don't need to add to it and I'm not as qualified as they were anyway, but what I do know is that the company running the game didn't respect the lore because they took so much of it out, so it's not as cut and dried as it may seem on the surface as to how respected the lore actually is.

    On decorations and Stronghold: They can't get right what they have already, they have been asked for years to fix what's broken and won't (items cant be donated, placeholders and strange errors in some location lists and not others), the system they already have is clunky and rigid as it is (not truly customizable imo as the options are way too limited in placement) and there is no incentive to stay and hang around in your stronghold as you can't read main zone chat there so it feels cut-off from the main part of the game and as soon as everyone leaves the instance shuts down or if you go into content from there you don't get to return there, so it breaks immersion and pushes you to go elsewhere to operate as a base from, at the very least somewhere which you can automatically return to after a dungeon run. Until they fix the entire system, get it working properly and tweak it to be a more immersive/realistic and better experience with more customization to it also, it's not realistic to gauge how many people are currently using it and as a result how popular it might be if they added housing later.
    I have played many other games myself where building/decorating was part of it, I love this type of thing, and I've always been a huge supporter of adding customizable housing to Neverwinter using existing maps houses as entry points (Ebon Downs for instance with so many houses lying all around the place would work well) this type of activity is right up my alley, but even I don't bother with Strongholds because it's broken and disappointing in it's current state and how many people use it right now is imo not a good indication at all of how popular this type of thing could end-up in the game if done well.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • mintmarkmintmark Member, NW M9 Playtest Posts: 473 Arc User
    I'd like to buy some storage cupboards for my workshop. It could be a way to personalise the space and also expand (or relieve the load on) my crafting materials inventory.
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User


    On Lore: They removed half of it completely when they did the big deletion of locations to the point it makes little sense now, there's enough comment from the period when it happened already I don't need to add to it and I'm not as qualified as they were anyway, but what I do know is that the company running the game didn't respect the lore because they took so much of it out, so it's not as cut and dried as it may seem on the surface as to how respected the lore actually is.

    On decorations and Stronghold: They can't get right what they have already, they have been asked for years to fix what's broken and won't (items cant be donated, placeholders and strange errors in some location lists and not others), the system they already have is clunky and rigid as it is (not truly customizable imo as the options are way too limited in placement) and there is no incentive to stay and hang around in your stronghold as you can't read main zone chat there so it feels cut-off from the main part of the game and as soon as everyone leaves the instance shuts down or if you go into content from there you don't get to return there, so it breaks immersion and pushes you to go elsewhere to operate as a base from, at the very least somewhere which you can automatically return to after a dungeon run. Until they fix the entire system, get it working properly and tweak it to be a more immersive/realistic and better experience with more customization to it also, it's not realistic to gauge how many people are currently using it and as a result how popular it might be if they added housing later.
    I have played many other games myself where building/decorating was part of it, I love this type of thing, and I've always been a huge supporter of adding customizable housing to Neverwinter using existing maps houses as entry points (Ebon Downs for instance with so many houses lying all around the place would work well) this type of activity is right up my alley, but even I don't bother with Strongholds because it's broken and disappointing in it's current state and how many people use it right now is imo not a good indication at all of how popular this type of thing could end-up in the game if done well.

    Some content got removed, yes.. And I am sad for it..

    But now lets say we take Tyrany of Dragons Adventures( previously campaign), and lets take it's area The Well of Dragons.

    Now some guy decide like, mehh, I don't like the dragons here,, why don't I remove them, and add let say Crab Bhe from Drowned Shores.

    Also why keep all these drakes in well of dragons, lets cut them out and lets put zombies.. And why the heck there are thse npcs, let put clowns there.

    Sure that may look fun for the moment. But now imagine new player get in area.. And like, hmm It was suposed to be Well of dragons, but what I see pile of mess.

    Also, have you though about who will have rights to make these changes?? Or it's gona be for all? Now imaigne 50+ players try edit same area..
    To understant that, just take 7 random artist or random guys and tell them pain few different things on same paper/wall. They start override each other projects. And it's become just a mess.

    Limit editing to few slected players?? what a selfish though..

    As you can see very concept is falwed. And just let you know, there where atempts in other games to bring such concept, allow players adjust game world. That didn't last long, cuz all went down very quickly. Some may do in positive way, some for fun and some will do trolling and some will do just to ruin others work.

    So what the point to waste time for fundemental flawed concept. It's hard enough to bring 20 players from same class and bring in one unified list of ideas how class should be balanced/adjusted and where it should go forward. All start push own ideas and all goes bad..

    But well, whatever.. if you all realy want go one.. As I wrote before it's not the first game who atempted it.. I can simply watch how yet another end in same way. It's no big deal for me..
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited September 2023

    On decorations and Stronghold: They can't get right what they have already, they have been asked for years to fix what's broken and won't (items cant be donated, placeholders and strange errors in some location lists and not others), the system they already have is clunky and rigid as it is (not truly customizable imo as the options are way too limited in placement) and there is no incentive...

    I have played many other games myself where building/decorating was part of it, I love this type of thing, and I've always been a huge supporter of adding customizable housing to Neverwinter using existing maps houses as entry points (Ebon Downs for instance with so many houses lying all around the place would work well) this type of activity is right up my alley...

    Do I agree with you about some Decorations can't be placed, yes there are a small few like Halaster; still the vast majority actually do work. The biggest issue now is you can't even craft them anymore, as old explorer's maps are no longer available, and they haven't added materials to Temporary Stronghold Vendors!

    Most Decorations however work just fine or at least 97% of them do! The issue with Strongholds though, and why it wasn't popular is because (obviously) it's mostly decorated by the Guild Leader's, or in a few cases by Senior Officer's. However while it's nice to customize the Guild, what people really enjoy is customizing their own stuff...

    --- ♫♪♫♪♪ ----------------------------------------------------------------------------------
    The real Gem would be a Home / Estate of 3 different sizes perhaps in PE, yet those could be reused maps from Link Letter's Mission as it's a Midsized Home, maybe a larger Estate aas a larger home in PE, based off the Neverember Vaults, or at least parts of them so it's a smaller scale? Or Adventurer's Hideouts maybe in Ebon Downs (shouldn't be smaller homes) but more Moderately sized locations: Cleansed Spider Tomb as a Midsized Hideout, or a larger Estate may be similar to the Vindicated Castle in the Final Fight in Ebon Downs.

    In SWTOR they also change Gold / AD equivalent to unlock additional rooms too, aside from the Gold/AD or ZEN cost to first unlock it! Most Households in SWTOR are more midsized, that unluck 3-4 rooms by default, then unlock additional room with a door or wall, that opens for a currency cost.

    Who wouldn't want to perhaps unlock others as well, like the 1-2 larger Home Estate in Dwarven King Chapters, or countless others? The Nasher's Hideout in River Chapter 3, or ... be it with Gold &/or Astral Diamonds, while they should target (most) Decoration being earnable via content like Dungeons, Trials, Skirmishes, Heroic's, a few might even be weekly Missions as well. doing all this content only gives a chance they may drop, so people will look toward doing them or queue's again for a chance. They might also offer limited Packs of more of (some Premium Decorations) for those who want them a bit faster, with a few you can't earn without purchasing in ZEN store or on AH if someone sells.
    ---

    Getting back to the Core Idea, which was @irene#2829 to slightly customize or allow Dungeons to adapt or change; me & anothere simply explained this was using NPC Dialogs like in Illusionist Gamit Skirmish, Runes with farmed currency similar to Undermountain Expeditions, or another from Barovia Hunts. That might also add a bit more excitement, especially if people could then collect decorations, and it greatly expand the options they had to offer people too aside from a few new or old Transmute Options!

    <3
    Post edited by strathkin on
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    I'm just used to games where you can freely move things around and place them, in this system it's a handful of predetermined spots which you can put things and it has the overall effect of making all strongholds look like copies of each other because the limited placement is identical in every single stronghold. It makes the differences between strongholds minimal. It would be better if you could put things wherever you want them to be and also change the wall textures etc. My main point though was that you can't determine how popular something would be based on a system which is not working properly and less than ideal in its current form.

    And I had another sad moment yesterday when I saw this statue in LoMM.


    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited February 2023
    The comment below for 'someone' from another thread, is reference to the post (above) here. :+1:



    If they want to learn more what some others offer read a player's blog who does a excellent job:
    ╘ can change 'layout' size: small, medium, large, or very large; groupings/shapes: square, rectangle; also angle too!

    This isn't to encourage more go try this game same era as NW, yet it does show the vision used by other designers...
    https://swtorista.com/decorations/stronghold-starter-guide/

    https://vulkk.com/2018/07/07/swtor-rishi-stronghold-full-overview-and-guide/
    https://vulkk.com/2021/04/27/swtor-fleet-penthouse-strongholds-guide-and-tours/
    https://vulkk.com/2019/12/25/swtor-6-1-new-alderaan-stronghold-preview/
    ╘ these are just 3 examples, of 12-15 they offer; each major Mod introduces at least 1.

    Still I hold out "hope" for Neverwinter, as do many here!

    As I said they could have chosen the Tower, or Depths Mission in Northdark for an Personal Estate.

    You pay so much Gold &/or Astral Diamonds to unlock the Personal Stronghold / Adventurer's Hideout (Account-wide) or ZEN (so it's a choice), then also pay slightly more Gold &/or Astral Diamonds to unlock more Rooms. SWTOR you can have 10-15 (Strongholds - are what they call Personal Housing) which is separate from the Fleet Flagship, yet a Guild can also unlock Personal Housing for the the Guild yet it cost even more Gold &/or Cartel Coins, in addition to the Main Guild Holding the Fleet Flagship, the Flagship here though is more like our existing Stronghold.

    --- ♫♪♫♪♪ - ♫♪♫♪♪ - ♪♫♪ - ♫♪ - ♫♪♪ - ♫♪♫♪♪ --------------------------------------------------------------
    Note: If a Housing has 3 rooms included for unlocking it account-wide, then perhaps some charge more Gold &/or Astral Diamonds to unlock additional rooms, adding capacity, &/or Decorations for each. The rooms just like Stronghold unlocks are account-wide as well, as are decorations. Yet each Character can assign a different Primary Stronghold (Personal Housing) as their MAIN, so you can design each different for each Character's theme, and also earn different Titles in Store for each, or a few thru Play.

    :+1::+1: As Siskel & Ebert would say!
    Post edited by strathkin on
  • jana#2651 jana Member Posts: 688 Arc User
    I don't know or understand much about programming, plasticbat helped me to change my picture here, I couldn't figure out how to do that. But if they added a lot of houses and homemade dungeons wouldn't that put a strain on the server, wouldn't they have to buy extra room or reprogram a bunch of stuff so people's stuff would last. Right now people can play for free, I know most of us don't, but it would be a shame if people couldn't. What I am trying to say and saying it badly is wouldn't that put a lot of work on the developers who already are overworked from the inevitable bugs a game on this scale has? So to hire more developers-which they probably should anyway- the zen market will get more expensive etc etc, and issues that we want fixed might get fixed slower than ever even?. Economics isn't my strong point either but people should get paid more for more work, and it would have to make more work right?
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