Here is a Foundry question. Will there be a way to make is so that some dialogue will only be had between on character in your party and a given NPC or to all of them? Maybe even a radius control to determine how loud the NPC is talking and who can hear it? Or maybe even a skill check to listen in on a private conversation?
I don't think they've said either way, but I'm also interested to know the answer. I think it would be an irritating but more effective way of roleplaying (for those interested). I would also like (as the creator) to have the option to only allow people to talk with /say in some foundry areas. By all means, people should be given a warning before entering, but it would make it feel way more like a D&D experience and less like every other loot run out there.
I don't think they've said either way, but I'm also interested to know the answer. I think it would be an irritating but more effective way of roleplaying (for those interested). I would also like (as the creator) to have the option to only allow people to talk with /say in some foundry areas. By all means, people should be given a warning before entering, but it would make it feel way more like a D&D experience and less like every other loot run out there.
When you talk to an NPC, it doesn't recognize if you're alone or in a group. This is a limitation of the game and thus the Foundry. Now if I am not remembering this correctly from my STO time or it's changed, please let the thread know. Best I csn think of is limiting via trained skills if you know certain people have certain skills only they can use.
Well what I was thinking of is that you set a chunk of assigned dialogue that an NPC has and flag it as visible to the player that initiated the dialogue or visible to all withing the area. I don't know the best way to approach this but initially I thought of the dialogue showing up in the traditional box gui form between the npc and the player that initiated the dialogue and then the conversation shows up as speech bubbles above that player and the npc's head (however I don't know how this would work with the idea I have further down). An option could be set whether those speech bubbles show up at all or if there is a radius other players have to be to the two talking entities in order to see the text bubbles.
Even better would be if the other players in the group could then choose to enter into the dialogue and then I can build an even more elaborate dialogue tree that has options for carrying out more than two person conversation.
I don't remember how in depth the dialogue editor is outside of branching dialogue and the dialogue tree having the ability to loop and have options for if this do this sort of stuff.
What I meant by that was that I would like to make it so that people couldn't talk in /party or /neverwinter while in a foundry mission. I'd like it to be so that when I type, it shows up as a speech bubble (or how ever you'd like it to look) instead of in a text box down below. I want people to pay attention to the story and keep up with whats going on. Not saying you'd have to remember your quests by yourself, but I'd like you to have to check your journal when you want to know what to do. Instead of having text floating off to the side telling you what to do, I'd like it to feel more immersive by you knowing what to do.
I just want to get as close to the real D&D experience as I can. I've had DM's who've made us draw out our own maps of areas we've never explored, keep track of important people and what they've told/wanted of us, etc. Not that he wouldn't help us, but he wouldn't just flat out tell us "Oh, well you met Grindel. He wanted to check for any displacer beast survivors, map out the destroyed village, and while you're at it look for Bandobras." He wouldn't give us names or anything of the sort, that way our characters had to memorize it all. Yea, it's kinda hard to do, but it's just that more entertaining when you're searching for someone or remembering a password and forget what it is, so you have an Army of Darkness Moment.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
What I meant by that was that I would like to make it so that people couldn't talk in /party or /neverwinter while in a foundry mission. I'd like it to be so that when I type, it shows up as a speech bubble (or how ever you'd like it to look) instead of in a text box down below. I want people to pay attention to the story and keep up with whats going on. Not saying you'd have to remember your quests by yourself, but I'd like you to have to check your journal when you want to know what to do. Instead of having text floating off to the side telling you what to do, I'd like it to feel more immersive by you knowing what to do.
I just want to get as close to the real D&D experience as I can. I've had DM's who've made us draw out our own maps of areas we've never explored, keep track of important people and what they've told/wanted of us, etc. Not that he wouldn't help us, but he wouldn't just flat out tell us "Oh, well you met Grindel. He wanted to check for any displacer beast survivors, map out the destroyed village, and while you're at it look for Bandobras." He wouldn't give us names or anything of the sort, that way our characters had to memorize it all. Yea, it's kinda hard to do, but it's just that more entertaining when you're searching for someone or remembering a password and forget what it is, so you have an Army of Darkness Moment.
Sorry to say you're thinking of a UO-type interface and this is a Cryptic interface engine, so it can't be done with speech bubbles. What you can do is uncheck or NOT select points on the HUD map and manually enter info in your journal as if doing it that way.
Anyway, you really want one person having all the knowledge? We'll just end up with a Hello Mr. Fancy pants moment
Anyway, you really want one person having all the knowledge? We'll just end up with a Hello Mr. Fancy pants moment
Ahhh Evil Dead 3, my favorite.
Yes we're all Bruce Cambell fans here
Ha, love this place. And I didn't mean to say only one person sees or hears what's said, just that each person would have to keep track of what was said in specific. It'd cause havoc on it's own for people to come up with different interpretations of what was said. And thanks for the answer there Truth, still think I might play with public turned off. I hate when it's spam talk about stupid HAMSTER. Lvl 1 shouts "Buy gold here!" "We've got rare items!" Blah blah blah. I hate public chat.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
Technically I thought they were pop-up boxes. I stand corrected.
They are one and the same, commonly referred to as speech bubbles. This is the first time I've heard them called pop-up boxes in quite a long time. UO doesn't have speech bubbles, it has over-head text - no bubbles/box. UO has always had a Journal however which players can watch to see nearby speech by players and NPCs. In later years, UO Kingdom Reborn, they added more chat features.
I thought CO had a speech bubble system though? I don't think it would be that hard to pass that dialogue text to a speech bubble instance.
There is sort of an NPC speech bubble system in STO. However it's very primitive.
Disclaimer on what I'm saying next. This is going by memory so it may not be 100% accurate. The general idea will be the same though. When I get home (and if I remember) I'll take screenshots on STO and post them here. Also as usual this is from my STO experience, it may be different in Neverwinter.
Chat Text
You can set what's is called the "chat text" on an NPC. There's one for Idle and one for Combat. So what this means is when the NPC is idle it will say the idle text ("I'm so bored!") and when it's in combat it will say the combat text ("Die fiend!"). This chat text is set once for the NPC Contact or NPC Group. Also NPC contacts don't fight so there's no combat text for them. The chat text appears like the speech bubbles you guys are talking about. However you can only set one value for this and can never change during the course of the mission.
Flyby Text
There's another type of text feedback which is a small flyby box at the top of the screen. It isn't very big and you can keep playing the game when it appears. It has a picture of an NPC's face and some text. Imagine if you were defending a fort and when the ogre army attacks a flyby text appears saying "Here they come!" with a picture of the Fort Commander. This text stays at the top of of the screen for a few seconds but otherwise does not interfere with the game. Unfortunately in STO we don't have access to this type of flyby text.
...
You can set what's is called the "chat text" on an NPC. There's one for Idle and one for Combat. So what this means is when the NPC is idle it will say the idle text ("I'm so bored!") ...
Or it can be a patrol where they are saying, "Ahut! Ahut! Ahut!"
... Unfortunately in STO we don't have access to this type of flyby text.
If it is yet to be implemented in STO, then they maybe stalling that so they release the new proposed features in foundry together with NW because NW's "new" status will give it plenty more testers.
If it is yet to be implemented in STO, then they maybe stalling that so they release the new proposed features in foundry together with NW because NW's "new" status will give it plenty more testers.
There is sort of an NPC speech bubble system in STO. However it's very primitive.
Disclaimer on what I'm saying next. This is going by memory so it may not be 100% accurate. The general idea will be the same though. When I get home (and if I remember) I'll take screenshots on STO and post them here. Also as usual this is from my STO experience, it may be different in Neverwinter.
Chat Text
You can set what's is called the "chat text" on an NPC. There's one for Idle and one for Combat. So what this means is when the NPC is idle it will say the idle text ("I'm so bored!") and when it's in combat it will say the combat text ("Die fiend!"). This chat text is set once for the NPC Contact or NPC Group. Also NPC contacts don't fight so there's no combat text for them. The chat text appears like the speech bubbles you guys are talking about. However you can only set one value for this and can never change during the course of the mission.
Flyby Text
There's another type of text feedback which is a small flyby box at the top of the screen. It isn't very big and you can keep playing the game when it appears. It has a picture of an NPC's face and some text. Imagine if you were defending a fort and when the ogre army attacks a flyby text appears saying "Here they come!" with a picture of the Fort Commander. This text stays at the top of of the screen for a few seconds but otherwise does not interfere with the game. Unfortunately in STO we don't have access to this type of flyby text.
The Chat STO text, THAT what I was thinking of in the first place! Honestly I thought it bugged out so badly back then they discontinued it.
I know the other flyby text is not being used right now due to its own problems. This is where I'm not sure what is internal, what is being tested in STO Beta and what is or was released so I'll wait for a more regular STO player here to enlightenment on the Flyby, even if it's they can't talk about it (which is an answer in itself.)
Ultimately what I am saying is I want the feature to restrict how dialogue is shared among characters. This could especially interesting for doing a mystery type mission where it may be important for only one person in the party to be singled out.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
Ultimately what I am saying is I want the feature to restrict how dialogue is shared among characters. This could especially interesting for doing a mystery type mission where it may be important for only one person in the party to be singled out.
Now I get all the forms of "chat," what you're referring to could only be done via a "tell" method, and the Foundry cannot support that to the best of my knowledge (as that NPC chat dialog is done in social windows not in game-script which the text is simply a "printout" only, not a "chat interaction." However, I might be wrong on this and welcomer any Dev/employee clarification if so.)
And it seems that enabling this other fly by or "pop-up" as I called it, has some issues as we're not hearing anything about it since STO briefly and no news on it in the NWO Foundry. Time will tell however.
Comments
What do you mean by that?
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - [WIP] Commander Rihan
When you talk to an NPC, it doesn't recognize if you're alone or in a group. This is a limitation of the game and thus the Foundry. Now if I am not remembering this correctly from my STO time or it's changed, please let the thread know. Best I csn think of is limiting via trained skills if you know certain people have certain skills only they can use.
Even better would be if the other players in the group could then choose to enter into the dialogue and then I can build an even more elaborate dialogue tree that has options for carrying out more than two person conversation.
I don't remember how in depth the dialogue editor is outside of branching dialogue and the dialogue tree having the ability to loop and have options for if this do this sort of stuff.
This is what a dialogue popup looks like in STO: http://assets-cloud.enjin.com/users/640101/pics/original/327658.jpg
Chances are it'll be pretty similar in NW
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - [WIP] Commander Rihan
What I meant by that was that I would like to make it so that people couldn't talk in /party or /neverwinter while in a foundry mission. I'd like it to be so that when I type, it shows up as a speech bubble (or how ever you'd like it to look) instead of in a text box down below. I want people to pay attention to the story and keep up with whats going on. Not saying you'd have to remember your quests by yourself, but I'd like you to have to check your journal when you want to know what to do. Instead of having text floating off to the side telling you what to do, I'd like it to feel more immersive by you knowing what to do.
I just want to get as close to the real D&D experience as I can. I've had DM's who've made us draw out our own maps of areas we've never explored, keep track of important people and what they've told/wanted of us, etc. Not that he wouldn't help us, but he wouldn't just flat out tell us "Oh, well you met Grindel. He wanted to check for any displacer beast survivors, map out the destroyed village, and while you're at it look for Bandobras." He wouldn't give us names or anything of the sort, that way our characters had to memorize it all. Yea, it's kinda hard to do, but it's just that more entertaining when you're searching for someone or remembering a password and forget what it is, so you have an Army of Darkness Moment.
Sorry to say you're thinking of a UO-type interface and this is a Cryptic interface engine, so it can't be done with speech bubbles. What you can do is uncheck or NOT select points on the HUD map and manually enter info in your journal as if doing it that way.
Anyway, you really want one person having all the knowledge? We'll just end up with a Hello Mr. Fancy pants moment
Ahhh Evil Dead 3, my favorite.
Yes we're all Bruce Cambell fans here
More than most know, indeed.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
I thought CO had a speech bubble system though? I don't think it would be that hard to pass that dialogue text to a speech bubble instance.
Indeed, both CO and STO has options to enable over-the-head Speech Bubbles for players. I cannot recall if this works for NPCs however.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Technically I thought they were pop-up boxes. I stand corrected.
Ha, love this place. And I didn't mean to say only one person sees or hears what's said, just that each person would have to keep track of what was said in specific. It'd cause havoc on it's own for people to come up with different interpretations of what was said. And thanks for the answer there Truth, still think I might play with public turned off. I hate when it's spam talk about stupid HAMSTER. Lvl 1 shouts "Buy gold here!" "We've got rare items!" Blah blah blah. I hate public chat.
They are one and the same, commonly referred to as speech bubbles. This is the first time I've heard them called pop-up boxes in quite a long time. UO doesn't have speech bubbles, it has over-head text - no bubbles/box. UO has always had a Journal however which players can watch to see nearby speech by players and NPCs. In later years, UO Kingdom Reborn, they added more chat features.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
There is sort of an NPC speech bubble system in STO. However it's very primitive.
Disclaimer on what I'm saying next. This is going by memory so it may not be 100% accurate. The general idea will be the same though. When I get home (and if I remember) I'll take screenshots on STO and post them here. Also as usual this is from my STO experience, it may be different in Neverwinter.
Chat Text
You can set what's is called the "chat text" on an NPC. There's one for Idle and one for Combat. So what this means is when the NPC is idle it will say the idle text ("I'm so bored!") and when it's in combat it will say the combat text ("Die fiend!"). This chat text is set once for the NPC Contact or NPC Group. Also NPC contacts don't fight so there's no combat text for them. The chat text appears like the speech bubbles you guys are talking about. However you can only set one value for this and can never change during the course of the mission.
Flyby Text
There's another type of text feedback which is a small flyby box at the top of the screen. It isn't very big and you can keep playing the game when it appears. It has a picture of an NPC's face and some text. Imagine if you were defending a fort and when the ogre army attacks a flyby text appears saying "Here they come!" with a picture of the Fort Commander. This text stays at the top of of the screen for a few seconds but otherwise does not interfere with the game. Unfortunately in STO we don't have access to this type of flyby text.
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - [WIP] Commander Rihan
If it is yet to be implemented in STO, then they maybe stalling that so they release the new proposed features in foundry together with NW because NW's "new" status will give it plenty more testers.
That's what we hope!
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - [WIP] Commander Rihan
The Chat STO text, THAT what I was thinking of in the first place! Honestly I thought it bugged out so badly back then they discontinued it.
I know the other flyby text is not being used right now due to its own problems. This is where I'm not sure what is internal, what is being tested in STO Beta and what is or was released so I'll wait for a more regular STO player here to enlightenment on the Flyby, even if it's they can't talk about it (which is an answer in itself.)
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - [WIP] Commander Rihan
Now I get all the forms of "chat," what you're referring to could only be done via a "tell" method, and the Foundry cannot support that to the best of my knowledge (as that NPC chat dialog is done in social windows not in game-script which the text is simply a "printout" only, not a "chat interaction." However, I might be wrong on this and welcomer any Dev/employee clarification if so.)
And it seems that enabling this other fly by or "pop-up" as I called it, has some issues as we're not hearing anything about it since STO briefly and no news on it in the NWO Foundry. Time will tell however.
Chat Text
http://i.imgur.com/eeWhr.jpg
Fly by text
http://i.imgur.com/UnybI.jpg
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - [WIP] Commander Rihan
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]