Greets everyone!
So, ever since I first caught wind of this game, I've been itching to work in the foundry.
I can imagine many of you guys feel exactly the same, so I've decided to ask a few questions here, hopefully sparking some healthy discussion.
So, I'm the kinda' guy who wants to write a long story for my workings in the foundry, and who has already now started scribbling down notes to how I want it despite my complete ignorance regarding what the foundry is actually capable of.
Now, let's get to my point: Does the foundry support linking various player created scenarios together?
I'm talking about things like, say, loading variables based on player actions while playing a previous section of the story into the following ones, using them to change what has occurred and how people react to you.
That kind of thing could be massively useful for people wanting to create a long-term narrative in which the player's actions actually has impact, and would make a lot of things impossible if it was left out.
Is doing things like this already possible within the foundry? And if not: Is it intended to be possible at launch?
The Botanqarium Chapter One - A Construct's Prison: NW-DMSU8OJTV Chapter Two - Raggyon: NW-DGIZVSQPU
Post edited by basilisque on
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ashrox10Member, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 0Arc User
edited February 2013
I don't think it does at the moment which sucks considering I also wanted to have long misssions and 'Coming Soon' story finale's etc. However, you can probably do something with the final NPC to basically say, 'continue the story in X mission'.
Hopefully they'll implement this soon though.
Vuxadin@Kaelangx on Mindflayer.
PvE Enthusiast.
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shiaikaMember, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
Does the foundry support linking various player created scenarios together?
I'm talking about things like, say, loading variables based on player actions while playing a previous section of the story into the following ones, using them to change what has occurred and how people react to you.
That kind of thing could be massively useful for people wanting to create a long-term narrative in which the player's actions actually has impact, and would make a lot of things impossible if it was left out.
I have wondered about the same since the beginning and if things haven't changed, I think that the answer is no. I think that I also remember to have been said something about trying to have all the missions available to all the players, which linking missions may/could prevent from happening.
You can create a CAMPAIGN and have a bunch of QUESTS in it. You can also receive updates from content creators on when they release new stuff too. When you complete a quest, there's a checkbox on the Review page or whatever it is to have it give you the next quest in the campaign.
The best suggestion I can give, and something I am currently doing myself, is to plan the story how you would want it to go and plan to variate from that plan once you know the limitations of the foundry.
It's a good idea to have a couple of smaller alternative, more simplified quests on hand if the foundry does not allow you to create the kind of campaign you want initially.
The foundry it will continue to improve and grow after launch so waiting for more resources and more tools to be available might be something to consider if you want a deep and complex campaign.
Of course all this may complete hogwash but still would be something to plan for.
There is a rumor floating around that I am working on a new foundry quest. It was started by me.
I don't think it does at the moment which sucks considering I also wanted to have long misssions and 'Coming Soon' story finale's etc. However, you can probably do something with the final NPC to basically say, 'continue the story in X mission'.
Hopefully they'll implement this soon though.
Truth, but that solution would shatter the immersion like a sack of glass potatoes under an enormous poorly designed lawnmower.
I have wondered about the same since the beginning and if things haven't changed, I think that the answer is no. I think that I also remember to have been said something about trying to have all the missions available to all the players, which linking missions may/could prevent from happening.
True, but personally I'd say that allowing for more creative diversity would be above allowing everyone to play all the maps at all times on my checklist.
You can create a CAMPAIGN and have a bunch of QUESTS in it. You can also receive updates from content creators on when they release new stuff too. When you complete a quest, there's a checkbox on the Review page or whatever it is to have it give you the next quest in the campaign.
The best suggestion I can give, and something I am currently doing myself, is to plan the story how you would want it to go and plan to variate from that plan once you know the limitations of the foundry.
It's a good idea to have a couple of smaller alternative, more simplified quests on hand if the foundry does not allow you to create the kind of campaign you want initially.
The foundry it will continue to improve and grow after launch so waiting for more resources and more tools to be available might be something to consider if you want a deep and complex campaign.
Of course all this may complete hogwash but still would be something to plan for.
Already on it, fellow writer!
The Botanqarium Chapter One - A Construct's Prison: NW-DMSU8OJTV Chapter Two - Raggyon: NW-DGIZVSQPU
I don't know the limitations of the foundry yet... but there could be a simple way around your issue.
So say your adventure is 3 chapters.
In chapter 1, a player had a choice of AB, CD, or EF, and they choose A, D, and F. When they load up chapter 2, you could have a NPC ask them questions that basically said "did you choose choice A or B?", but in a sneaky RP way.
Then when your designing chapter you may build for all possible combinations.... It is a little more complex... but not to bad.
I would like to have the option to include level dependent content
- A simple example -
Enter quest with level 20,s you find room A then a corridor to room B.
Enter quest with level 30's you find room A but the corridor to room B now has room C.
You could then build quests that are no longer dependent on monster difficulty to make then harder - in fact you could add side quests for high level parties -- any thoughts?
I understand not wanting quests to have prerequisite quests, and hiding quests you're wouldn't be eligible to go on might get a bit tricky.
I suppose if we want to have long story quests we'll have to write around people being able to jump in at any point and/or identify the quests as part of a larger story in the title or description. Not a problem.
I would like to have the option to include level dependent content
- A simple example -
Enter quest with level 20,s you find room A then a corridor to room B.
Enter quest with level 30's you find room A but the corridor to room B now has room C.
You could then build quests that are no longer dependent on monster difficulty to make then harder - in fact you could add side quests for high level parties -- any thoughts?
I listened to a foundrycentric podcast for STO where they had a couple of Cryptic devs on. It was actually one of the most informative NW podcasts I've listened to. Basically they said that they don't want to gate content like that, and that the system is set up in such as way as that it should robustly handle party scaling, which doesn't really allow you to do what you want with tiering, but it an answer at least.
I understand not wanting quests to have prerequisite quests, and hiding quests you're wouldn't be eligible to go on might get a bit tricky.
We could ask the devs to give us the ability to use a token (or make an in game object into a token) to add to the end treasure box. then tie the token prerequisite to the next quest giver. Perhaps an achievement to bound to a player - "Hail conqueror of level one" you can now enter level 2 - I'm sorry you cannot enter level two as your group has a player who is not a conqueror of level one.
Comments
Hopefully they'll implement this soon though.
PvE Enthusiast.
It's a good idea to have a couple of smaller alternative, more simplified quests on hand if the foundry does not allow you to create the kind of campaign you want initially.
The foundry it will continue to improve and grow after launch so waiting for more resources and more tools to be available might be something to consider if you want a deep and complex campaign.
Of course all this may complete hogwash but still would be something to plan for.
Truth, but that solution would shatter the immersion like a sack of glass potatoes under an enormous poorly designed lawnmower.
True, but personally I'd say that allowing for more creative diversity would be above allowing everyone to play all the maps at all times on my checklist.
Ah, well that sounds like something at least.
Already on it, fellow writer!
Chapter One - A Construct's Prison: NW-DMSU8OJTV
Chapter Two - Raggyon: NW-DGIZVSQPU
So say your adventure is 3 chapters.
In chapter 1, a player had a choice of AB, CD, or EF, and they choose A, D, and F. When they load up chapter 2, you could have a NPC ask them questions that basically said "did you choose choice A or B?", but in a sneaky RP way.
Then when your designing chapter you may build for all possible combinations.... It is a little more complex... but not to bad.
Still, could completely shatter immersion if the player doesn't go down the intended path.
'Wait, Didn't I murder you? Like, through decapitation? And hid away your head in some deep dark cavern?'
'I got better.'
Chapter One - A Construct's Prison: NW-DMSU8OJTV
Chapter Two - Raggyon: NW-DGIZVSQPU
- A simple example -
Enter quest with level 20,s you find room A then a corridor to room B.
Enter quest with level 30's you find room A but the corridor to room B now has room C.
You could then build quests that are no longer dependent on monster difficulty to make then harder - in fact you could add side quests for high level parties -- any thoughts?
I suppose if we want to have long story quests we'll have to write around people being able to jump in at any point and/or identify the quests as part of a larger story in the title or description. Not a problem.
I listened to a foundrycentric podcast for STO where they had a couple of Cryptic devs on. It was actually one of the most informative NW podcasts I've listened to. Basically they said that they don't want to gate content like that, and that the system is set up in such as way as that it should robustly handle party scaling, which doesn't really allow you to do what you want with tiering, but it an answer at least.
Neverwinter Official Wiki - http://neverwinter.gamepedia.com/
We could ask the devs to give us the ability to use a token (or make an in game object into a token) to add to the end treasure box. then tie the token prerequisite to the next quest giver. Perhaps an achievement to bound to a player - "Hail conqueror of level one" you can now enter level 2 - I'm sorry you cannot enter level two as your group has a player who is not a conqueror of level one.
I'm sure some simple process could be managed