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Feature Request - Allow authors to place ONE crafting resource node

drakedge2drakedge2 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
edited May 2013 in The Foundry
Hello,

Could we please have the ability to place one node per class type?

This could cleverly work as a minor quest reward and since it would be limited to only one node per class type, it wouldnt be abused.
8IxArUQf.jpg
A story driven quest, with a fun and challenging amount of combat, that takes you into the world of Planescape, carefully hand crafted by me.
Post edited by drakedge2 on

Comments

  • gemstrikegemstrike Member Posts: 127 Arc User
    edited May 2013
    One room. Place all nodes in room. Quest object is to interact with object in room. In/out in 5 minutes depending on load times.

    I don't see them giving us this any time soon, as much as I wish for it.

    Foundry Author! Check out @gemstrike to see my quests :)
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  • drakedge2drakedge2 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    Bleh yeah, true.
    8IxArUQf.jpg
    A story driven quest, with a fun and challenging amount of combat, that takes you into the world of Planescape, carefully hand crafted by me.
  • chivashchivash Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 30
    edited May 2013
    Yeah but I thought foundry missions were reviewed first before implemented. Wouldnt cryptic say no to such a quest?
  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited May 2013
    Or this:

    Have author place harvesting nodes, chests etc. Let the game mechanics populate the nodes according to average play times.
  • drakedge2drakedge2 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    That would be interesting. Get one node to place as a founder and if the average playtime is less than the current 15 minute rule than make it so it drops nothing.
    8IxArUQf.jpg
    A story driven quest, with a fun and challenging amount of combat, that takes you into the world of Planescape, carefully hand crafted by me.
  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited May 2013
    Or multiple nodes. If your quest is longer, the game will populate more nodes. Or make them invisible if not. Sounds like more coding, so.... I don't expect that to happen any time soon, if at all.
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    chivash wrote: »
    Yeah but I thought foundry missions were reviewed first before implemented. Wouldnt cryptic say no to such a quest?
    There is no review process, you can publish anything you feel like as long as it meets the requirements (no bad words, etc).
  • mokahmokah Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    chivash wrote: »
    Yeah but I thought foundry missions were reviewed first before implemented. Wouldnt cryptic say no to such a quest?

    They can not possibly review all Foundry missions...there will soon be 50,000+ missions...who is reviewing that?
    Mokah - The Grumpy Strumpet
    [SIGPIC][/SIGPIC]
  • doomsday22kdoomsday22k Member Posts: 50 Arc User
    edited May 2013
    I really miss not having crafting nodes in the foundry quests.
    For me the nodes add a lot of atmosphere when I explore.

    An auto generated node option would be great, but programatically I wonder how hard or easy it would be for the devs to implement.
  • bluedarkybluedarky Member Posts: 1,232 Arc User
    edited May 2013
    I really miss not having crafting nodes in the foundry quests.
    For me the nodes add a lot of atmosphere when I explore.

    An auto generated node option would be great, but programatically I wonder how hard or easy it would be for the devs to implement.

    It's possible and there's 3 ways they can do it but they all have problems.
    1. Use a script to automatically place nodes at random locations.
      • Pro: Little work, make script, run, profit.
      • Con: Nodes could appear in inaccessible places.
    2. Go through and manually add node placements to all maps and setting the system to make X appear for X minutes average runtime.
      • Pro: All nodes will be in accessible places unless covered by stuff the author places.
      • Con: Massive time and effort involved.
    3. Have authors place node spawn points and set the system to randomly spawn them based on the average mission time.
      • Pro: Authors have control over where nodes appear.
      • Con: Easily exploitable.

    So yeah, you have fast, exploitable or good, which do you want?
  • drakedge2drakedge2 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    Could make it so that if a quest qualifies for the daily, it could have one node placed. This node would be like "Crafting node" or what ever, and could act like the camp fire, only just one placement per quest rather than map.

    It could "unlock" after the quest reaches the dailies requirement, which would mean that the quest would need to have at least 15 minute playtime.

    This node could also be a general node, so that each time it is played it randomly chooses which type of node it is (cleric, warriror, etc).

    Having it only place able by the daily qualified quests would reduce the amount that it could be exploited. Maybe make it so that it could be placed, but doesn't become active until this qualification is met.
    8IxArUQf.jpg
    A story driven quest, with a fun and challenging amount of combat, that takes you into the world of Planescape, carefully hand crafted by me.
  • waeolwenwaeolwen Member Posts: 59 Arc User
    edited May 2013
    Create requirements based on total number and type of map changes and objectives in the story.

    It is truly sad that we are limited in our creativity because of idiots and their exploits.
  • doomsday22kdoomsday22k Member Posts: 50 Arc User
    edited May 2013
    I think option 3 is the best, but it needs some more criteria wrapped around it so that the exploit part can't easily or readily happen (or at all for that fact).

    Perhaps if the node only spawned after you had been in the 'foundry quest' for 15 minutes?
  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    This is too exploitable, and won't happen. Just like all the threads saying, "Let us put loot in our maps!" If you want to add crafting to your quest, you can make some fake resource nodes, that give fake resources, and have those resources required to interact with a forge or anvil or something to make it drop a fake item that you might need for some reason in the story. Perhaps you must become a Blacksmith's apprentice to earn his trust so that you can acquire/steal a secret tome of blacksmithing, or maybe a new town guard lost his sword, and needs you to make one just like it?

    You might not like my suggestions because you could not equip these items, or sell them for any amount of gold. If you're looking to grow economically in this game, I suggest playing the regular game to farm items, because as of now Foundry quests aren't very good for farming. It's sad, I know, but I'd rather hand out a bunch of worthless items in my quests than have to deal with more exploiters flooding the list of Foundry missions with their mindless garbage just so I can place ONE resource node that MIGHT give you a common crafting material, or a chest that MIGHT spawn if you sit there for so long, and still yields only trash..
    [SIGPIC][/SIGPIC]
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