I would expect foundry to be hardcoded. If there are demand for a partiular kind of behavior to be scripted, they will hardcode the script (or rather, make the script at their own end) and provide it as it is to players. Later, foundry creators can then click and choose the script they want from the options they get.
I am not sure about PW. You may be able to make an overlapping foundry content in public area though, if you listen to andy's 2011 interview (if i understand that correctly). But how far can u use it, we will have to wait and watch for more information on it.
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited August 2012
Indeed he did say something along the lines that implies you could link content. I simply got the impression that is was more along the lines of story continuation compared to epic area linking with multiple quests within the zone.
With it being unclear how custom content rewards will even be handled and some of STO players claiming to know exactly what it will be (because they assume Cryptic's not changing The Foundry for NW) the bigger question to me is if player content will even be adequately rewarded let alone allow players to leave Cryptic's area's indefinitely.
As for hardcoding that debate can go on forever. I was the lead programmer of a Hall of Fame NWN Persistent World and I can NOT imagine the game without coding. I can imagine simplistic tools replacing some of it but by no means all of it.
The work to create a cookie-cutter is far more time consuming than giving limited tools to players.
There's very little that would have enough "demand" past basic tools to justify their time. I'm not looking at 'give quest' or 'quest completed' scripts as frankly those should have had simplistic tools in the Aurora Engine rather than having myself and my team develop the tools ourselves.
However as I stated earlier every bit of fluff had to be programmed. NWN would have been a beyond drab game had it not allowed programming just because programming is what gives dynamic visuals. Dynamic visuals are too important to just write off.
But for now there's not a single shred of evidence in either case. My experience says if they don't release minimal coding the game will suffer badly and it's NOT hard to balance. It would definitely be time consuming but not as much as making cookie cutters.
Other players can't fathom it being possible to give coding without breaking the game but none of those players have stated any experience in programming so I'm not too inclined to agree ;-)
@ambisnisterr
one thing about games with no barrier to entry is, if there is a thing which can be remotely exploited, it will be. a bit like murphy's law.
regarding experience in programming, frankly I don't think it helps ... my own opinion. when I mastered fortan and basic, world moved on to c. when I leant c, world moved on to cpp... same story with Java python and many languages which came and went. worse thing was, the new guys(young and fresh) were always better and us oldies had to catch up to them. only thing experience in programming helps is probably the confidence and management part. rest is all aptitude, hard work and "reading the manual"
devs have said that they want cheeky things too, not just kill mobs. and they have a lot of pnp people with them. so foundry won't be Boeing for sure. it will surely be not sto, because let's face it ... sto is not a hardcore rp game like ddo.
we have to wait and watch. I prefer to do it with positive attitude as I have faith in devs because I think being an rp"er, they understand. though I don't believe custom scripts would be allowed, I think we won't need them because they will make tons of awesome gui options. I prefer to use GUI instead of scripting a trigger and action sequence.
also, my own opinion is (what devs will never actually admit) that sto foundry was just a primitive test for nw foundry. nw foundry will have much more features.
Comments
I am not sure about PW. You may be able to make an overlapping foundry content in public area though, if you listen to andy's 2011 interview (if i understand that correctly). But how far can u use it, we will have to wait and watch for more information on it.
With it being unclear how custom content rewards will even be handled and some of STO players claiming to know exactly what it will be (because they assume Cryptic's not changing The Foundry for NW) the bigger question to me is if player content will even be adequately rewarded let alone allow players to leave Cryptic's area's indefinitely.
As for hardcoding that debate can go on forever. I was the lead programmer of a Hall of Fame NWN Persistent World and I can NOT imagine the game without coding. I can imagine simplistic tools replacing some of it but by no means all of it.
The work to create a cookie-cutter is far more time consuming than giving limited tools to players.
There's very little that would have enough "demand" past basic tools to justify their time. I'm not looking at 'give quest' or 'quest completed' scripts as frankly those should have had simplistic tools in the Aurora Engine rather than having myself and my team develop the tools ourselves.
However as I stated earlier every bit of fluff had to be programmed. NWN would have been a beyond drab game had it not allowed programming just because programming is what gives dynamic visuals. Dynamic visuals are too important to just write off.
But for now there's not a single shred of evidence in either case. My experience says if they don't release minimal coding the game will suffer badly and it's NOT hard to balance. It would definitely be time consuming but not as much as making cookie cutters.
Other players can't fathom it being possible to give coding without breaking the game but none of those players have stated any experience in programming so I'm not too inclined to agree ;-)
one thing about games with no barrier to entry is, if there is a thing which can be remotely exploited, it will be. a bit like murphy's law.
regarding experience in programming, frankly I don't think it helps ... my own opinion. when I mastered fortan and basic, world moved on to c. when I leant c, world moved on to cpp... same story with Java python and many languages which came and went. worse thing was, the new guys(young and fresh) were always better and us oldies had to catch up to them. only thing experience in programming helps is probably the confidence and management part. rest is all aptitude, hard work and "reading the manual"
devs have said that they want cheeky things too, not just kill mobs. and they have a lot of pnp people with them. so foundry won't be Boeing for sure. it will surely be not sto, because let's face it ... sto is not a hardcore rp game like ddo.
we have to wait and watch. I prefer to do it with positive attitude as I have faith in devs because I think being an rp"er, they understand. though I don't believe custom scripts would be allowed, I think we won't need them because they will make tons of awesome gui options. I prefer to use GUI instead of scripting a trigger and action sequence.
also, my own opinion is (what devs will never actually admit) that sto foundry was just a primitive test for nw foundry. nw foundry will have much more features.