Hi everyone!
I made one quests and I'm into doing another one and I've came up with some things to change/add in the Foundry. Some of them were surely mentioned, but I personally didn't see. I won't report here any bugs, just content of editor.
Links in Comments (I've underlined them and every nickname is a link) are links to post where people originally described their ideas.
I set some suggestions BOLDED. I've picked some which you posted the most frequently.
Also I set everything on colors depending on Type.
#Tab/TypeContentComments#1CostumesAdd more costumesLike of peasants, merchants, villagers, commoners, dancers and every other NPC. We can see them ingame and in presets of NPCs, but I'd be happy to use them on encounter or on other NPC#2CostumesLet us color presets' costumes and underwearBrown "bra" under sexy armor is kinda disgusting, white or other mild color would work better#3CostumesAdd more types of underwear and option to hide itHide only when using armor, because underwear can mess up all great lookout of armor#4EncountersAdd more encounters covering 1 mob
#5EncountersAdd another difficulty for encounters with only 1 enemyBecause "Hard" isn't always as hard as we want.#6EncountersAdd a boss if possible to implementWe would be very glad for having this big epic awesome health bar in Foundry quests. More epicness in UGC.#7MapsLet us share mapsI would be happy to share my map with other players so they can use it in their quests. Or at least I would be happy to use it in my other quest. Can I? Didn't see the option.#8CostumesLet us share NPCs and costumesAs above
#9
General
More map slots
It's not issue for me, but I see people having great quests. We have 10 campaign slots... I will do campaign with 3 quests, so what will left is 9 campaigns and only 7 quests.
#10DetailsAdd movable contentWe would enjoy levers, pullable chains, steer wheels and other funny things that moves when interacted with.#11NPCsMore animationsCurrently there is no way to make NPC sit on chair/bench. I think animations like this and others would be gladly appreciated#12RewardsAdd placeable kits/chestsBut only if you can make it non-exploitable (like minimum numbers of rooms and ancounters, maximum number of kits etc.
#13
Experience
Rework experience gain
Rework experience gain to avoid exploits and make Lore quests more attractive.
I described idea here (it's more game development issue than stricly Foundy editor, but I placed it here)
#14StoryLet us make branching storyWith branching story we could give players more options to finish quests like "release prisoners OR kill them" with different story lines, so later objectives (and quest-dialogs) can depend on choices.#15StoryAdd optional objectiveLet us make optional objective (like "find a map" in "clear a dungeon" quest) that will mean a little more reward (i.e. in cash or experience) so we can make quests more attractive and interesting#163D EditingLet us move NPCI find it very frustrating when I had to switch Foundry-Preview to adjust NPC position, so he could stay exactly where and how I wanted him to.#17NPCAdd "Animations Preview" windowAdd preview to animations we select when deciding how NPC should stay or respond in dialogs without us having to preview map. Just like costumes preview works (can be on dummy if not on exact NPC)#18PreviewAdd rollsOr at least make statistic average for each class#19EncountersLet us save modified encounters as templatesWe could want to use them again on the same map or another with the same name/settings /frobeard
#20
General
Add option to set quest as "private"
If we can set map as private we can test it with our own characters without messing with "For Review" Tab. We would also want to invite friends to test it (f.e. via sharing). /
xworndownx#21DetailsAdd switchesPuzzles and brain teasers would benefit from switches. May be hard to implement, but will add third type of quests (now are Story and Combat) /denverralphy #22EncountersAdd more types of encountersWith more types of encounter with other and/or new types of attack patterns battles and dungeons will be more interesting. Also making epic monsters like dragons, wyverns, beholders (these 3 as epic 1-mob encounter) would be great /allaerra ; xfatbat#23NPCAuthors' recorded voiceBeing able to record your voice so you do your own voice acting for NPC's would be cool too. /xfatbat
#24
Catalog
More browsing options
Make it possible to view whole catalog, add more searching/filtering options. Add searching in "FOR REVIEW". /
allaerra#253D EditingObject properties accessibleWhen you select an object's bounding box in Avatar-Edit Mode, it should present the same object-properties from Foundry-Edit mode. /schidoosh#263D EditingMore options to edit objectsAllow authors to see and edit marker, sound, encounter, NPC, respawn, and spawn locations. Also please allow us to toggle visibility of avatar. /schidoosh, thesabotender#273D EditingFlyingDouble-tap space bar to start/stop flying, hold space bar to fly upward. If the player is above the ground and stops flying they fall until they either hit a collision-enabled object, or double-tap the spacebar to resume flight. /schidoosh#28SoundsAdjusting volumeAllow authors to edit the volume of sound objects and music manually in the object-properties. /schidoosh#29SoundsAdd range of soundsAllow authors to edit the radius of sound objects, equivalent to editing the size of markers. /schidoosh#30StoryAdd OR statement to objectivesIf a quest node has two or more objectives, then authors should be able to specify AND/OR relationships between these objectives. (IMHO connected to #14 /Forien) /schidoosh, flukered, thesabotender#31ObjectsAllow to move objects with triggers Allow us to move or rotate objects with triggers (dialogue, marker, quest, etc.). /schidoosh#32NPCLet authors set more phrasesAllow authors to write a deliminated list of phrases for an NPC to say. /schidoosh#33EncountersLet authors set individual patrol paths for each actorCurrently they move in a fixed formation regardless of how the player positions them to spawn. /schidoosh#34DialogsLet NPC give more itemsEnable NPC's to give the PC different items from specific dialogue choices. (and not only when it's main objective /Forien) /flukered#35NPCAllow to make kids NPCs/flukered#36ObjectsAllow snapping objects/austinacx
#37
General
Setting quests banner
Set the preview image for the Quest by choosing from presets (similar to campaign banner), or taking a screenshot using the 3D Editor with fly mode. /
thesabotender
#38
General
Setting loading splash screen
Where you select the Map Location for maps, let us also choose a loading screen image (similar to previous suggestion). /
thesabotender#39EncountersNew "Encounters" tab and optionsAllow players to create encounters by choosing an AI (archer, sword, mage, etc.) and a costume/preset. Place them in a tactical layout, and set their agro range. /thesabotender, rasmenar2112, adjuchasbrokk#40NPCAdd Vendor option to NPCsI'd like to see a vendor option so we can sell off our greys/whites that we've picked up along the way (end buy potions), maybe halfway through a longer foundry. /ladyshaie1
#41
Catalog
Play history and favorites
Please let us mark already played quests and/or add them to favorites (quests, not authors) /
ladyshaie1#42MapsAdd Raid or Dungeon map typesrasmenar2112 describes this content a lot in his post#43SoundsUploadable musicAllow authors to upload their own ambient music /rasmenar2112#44EncountersActor's death as triggerAllow authors to set something to happen when some mob dies. /rasmenar2112#45SoundsMore "Objective completed" soundsAnd allow us to decide which one choose. /rasmenar2112#46ObjectsTreasure chests and professions' kits./adjuchasbrokk#47DialogsWait system for partiesSo all party members must have completed the dialog steps before activating the next step of the quest. /adjuchasbrokk
This 18 things are what I came up for now. I will maybe add more. If you want, say what other things you would add to the list and I will add them (and mark it's yours, I don't like to steal ideas etc.).
You are welcome to say what you think about any of this things, discuss about it or even say it's stupid, but please, be polite and please give an argument.
If moderator thinks that a list like that would be nice (especially for people like me, as I do not read everything here and don't know what ideas are already here) please stick this thread (and rename title to sometihng like "List of suggestions" if you do)
Comments
So here's a quick one, which i'm surprised isn't already in since it's so handy:
- Save modified encounters to an encounter template so we can reuse them easily.
As I wrote earlier - I do not want to make a "bugs' listing" I want this to stay purely "suggestions to add/change" content of the Foundry and Catalog.
Good one
NW-DGYDZ7EAL - Khelgar's Treasure Cave
NW-DTULANXJC - Khelgar's Hideout
Thread with suggestions for Foundry
Okay well the idea of having quests branch off into multiple paths is still a valid suggestion. Right now quests are little too linear.
I already put this as #14
NW-DGYDZ7EAL - Khelgar's Treasure Cave
NW-DTULANXJC - Khelgar's Hideout
Thread with suggestions for Foundry
Though, would LOVE the option to make my map Private or Public. Some maps I just make for myself which I don't care for other people being in.
Another reasoning for a Private/Public setting is so we can make our maps private. Publish them and test them with our live characters before opening them up to Public. Private could also allow the owner to invite specific people to join them as a group for testing as well.
Also you need some water maps so we can have quests on boats/floating fortresses etc. The idea to add rolls is something I'm waiting for too, or at least the ability to detect if the character is male or female.
And for treasure chests, there's no reason why you can't let people add 1 chest per x encounters. Or go off Difficulty rating. So if you kill 50 trash mobs, you can place a chest, or if you kill 30 mobs and 2 boss mobs etc. Make it so the loot isn't added until the end of the instance so people can't leave and renter to grind chests.
I was very disappointed when I found that there was no way to make NPCs sit down on benches / chairs / etc.
With the little I have tried to use the Foundry so far, I kept wanting to rotate around the selected structure, in 3D, to see things from a better angle.
Honestly, I'm amazed at how attentive Cryptic's being with the Foundry community as is. Considering they've still got numerous paragon paths and an entire class left to incorporate into the game, all of which, from my understanding, they're behind on, it's a miracle they have any time to care at all. Most companies probably wouldn't.
Monsters, more variety. Displacer Beasts, Dragons, Wyverns, did I mention Dragons?:D
http://nw-forum.perfectworld.com/showthread.php?142681-Post-release-foundry-wishes
Foundry quests scale themself depending on character's level you play them. Adjusting stats IMHO is bad idea. About attack patterns, I will add that, but I think it's only matter of adding more variety to encounter types. If I want goblin spitting web I just place spider and change costume.
Can you explain what do you mean with "fix the search"? Do you mean Catalog?
It is "old" thread and I wanted to keep everything in nice list
NW-DGYDZ7EAL - Khelgar's Treasure Cave
NW-DTULANXJC - Khelgar's Hideout
Thread with suggestions for Foundry
I think these issues are more like bugs than failed features. But browsing whole catalog with more sorting/filtering options sounds good. I'll add.
NW-DGYDZ7EAL - Khelgar's Treasure Cave
NW-DTULANXJC - Khelgar's Hideout
Thread with suggestions for Foundry
Avatar-Edit mode
- When you select an object's bounding box in Avatar-Edit Mode, it should present the same object-properties from Foundry-Edit mode. These properties should be editable from Avatar-Edit mode.
- Allow authors to colour-code the bounding boxes for Avatar-Edit mode so we can tell what objects are buildings, high-detail items, flora, etc. Rather than just a sea of white cubes.
- Allow authors to see and edit marker, sound, encounter, NPC, respawn, and spawn locations in Avatar-Edit mode.
- Allow authors to toggle the visibility of the avatar, in Avatar-Edit mode. It is often in the way when doing fine detailing work or in close-quarters.
- Allow authors to fly in Avatar-Edit mode. Double-tap space bar to start/stop flying, hold space bar to fly upward. If the player is above the ground and stops flying they fall until they either hit a collision-enabled object, or double-tap the spacebar to resume flight.
Foundry Edit Mode
- Allow authors to edit the volume of sound objects and music manually in the object-properties.
- Allow authors to edit the radius of sound objects, equivalent to editing the size of markers.
- Give authors more freedom with the control-flow of story quest layout. If a quest node has two or more objectives, then authors should be able to specify AND/OR relationships between these objectives.
I.e. Quest P has objectives A, B, and C. I should be able to set the quest to:
- Complete "A" and "B" and "C".
- Complete "A" or "B" or "C".
- Complete "A", or "B and C".
Currently, quests only have a single, linear path. Authors should have the option of making multiple branches. It's difficult to make anything of substance with a linear quest path.
Object Related
- Non-flying ships and boats
- Shovels
- Pick axes
- Peasant boots, gloves, hats.
- Allow us to move or rotate objects with triggers (dialogue, marker, quest, etc.).
- Give authors a volume (sphere, cube, whatever) of editable size that deactivates any sound objects or light objects within them. Too often I have maps with built-in torches and other things that I don't want there. I can usually hide them with some effort, but their unwanted sounds persist.
- Allow the player to scale objects that have no textures. Like invisible interact volumes, or fading volumes. This can also help reduce the sheer number of redundant, hard-coded objects.
NPC Related
- Allow authors to place objects in NPC hands. For combat and non-combat NPC animations.
- Animations: Shoveling, mining, sitting in every type of chair.
- There are two kinds of NPCs, those that start off with no costume (naked), and those with preset costumes. First, merge all of the clothing options from both kinds of NPCs. Next, allow authors to set armour slots to "naked/none". As it is right now, if I spawn a Neverwinter Guard and I don't want him to have a helmet, there is no way for me to remove that helmet. All I can do is change the metal helmet to another kind of helmet.
- Allow NPCs to be used as "interactable objects".
- Allow authors to write a deliminated list of phrases for an NPC to say. NPCs can say these phrases randomly or in order from top to bottom, when alone. Allow us to tether two or more NPCs together so they can have conversations using these lists. A conversation can be structured similar to the advanced dialogue feature: Insert NPCs and specify which phrase they are saying, then connect them to another NPC (or the same one) and specify which phrase to say, etc.
Encounter Related
- Allow authors to set individual patrol routes for multi-unit encounters. Currently they move in a fixed formation regardless of how the player positions them to spawn, this causes the units to often get caught on geometry and stop patrolling altogether.
- Allow the player to customize the combat abilities, or at least their animations, of monster encounters. If I want to make an elite boss spider, for instance, I can't. Because I have to use some type of elite ogre or hulk and put a spider skin on it. This is bad because those models have altogether different attack animations that the spider. When I should just be able to set the custom skin to a spider, then set the custom abilities to those belonging to a spider.
- Or better yet, allow the players to toggle what kind of monster an encounter is, "minion", "standard", "elite", "boss", etc. So it can be scaled in size/stats/difficulty appropriately without the need to customize it.
(Q) Stronghold by the Sea
Enable NPC's to give the PC different items from specific dialogue choices.
Right now, no matter what we can only have an npc give one item for a whole dialogue..
please correct me if i'm wrong.
#2 Geometry Y autolevelling.
needs a snap to closest Y geometry option, so floating/buried models snap to the correct place.
Call it "gravity snap" or something.
Currently it's a hassle having to manually move everything we place just because it's not on ground level.
this would require collision detection im not sure the foundry has access to.
#3 An autosave feature .
the forum has it, why not the foundry?
#4 Add an OR logic function to quests.
This would help us creative types out immensely.
i.E Save the damsel OR steal her stuff while she's being murdered.
This would require:
#5 Diverging paths in storyline.
#6 Dialogue with more visibility flag conditions than check for x item or skill.
Such as adding flags to dialogue lines, preferrably that carry over multiple npc's and/or discussions.
#7
More resources in general, costumes, items etc.
Gets a bit tiring to see the same stuff in every other foundry quest.
#8 More checkboxes for "consume quest item" in more situations.
#9 Child npc's, don't forget about the little ones.
#10 Stop corpses from standing up when interacted with.
#10b enable us to plant quest items on corpses, accessable both via dialogue and interaction.
11# Enable us to turn a friendly npc/prop into a hostile, attackable one, via triggers, and back again.
#12 Enable a "fight until surrender" npc to have a proper conversation after the fight. (and being able to award quest-items)
#13 set a warning flag on items that have conflicting proterties and/or triggers associated with them.
ie a barrel is interactable only in storymode, and at the same time only dialogue in map-mode, creating trouble for us.
#14 Enable a status chat message for the end of activating an item:
You search the barrel.. "you find nothing in the barrel!"
#15 RNG based interaction objects?
Throw the die, get different results each time.
#16 Flowchart that shows states of objects and npc's according in a maps timeline.
Helps keep us sane if we have a lot of spawn in/visibility stuff in one map.
If some of these are already in/fixed, please let me know and i'll correct it.
It has. On server side. If you dont save on computer, next time you enter edit screen you will be asked if load auto-save from server side. Not sure how often it's saving.
About rest - I will review and add them to list when forums will be free of this massive traffic.
NW-DGYDZ7EAL - Khelgar's Treasure Cave
NW-DTULANXJC - Khelgar's Hideout
Thread with suggestions for Foundry
(Get a block and able to snap a roof on it in a 3d model view)
Its not just NPCs / Encounters that need to be moveable/rotateable in 3D Edit mode, but also everything on the "Special" tab.
Teleporters, Campfires(respawn), Doors(from the details tab(i can move prison cell doors, but not portcullis) and I believe sounds, cant be moved or rotated in 3D Edit mode.
Here is the short of what I want added:
- 3D Editor: Move special objects, not just decor (NPCs, Teleporters, Campfires, etc.)
- 3D Editor: Fly mode, placing objects that are high up or far away is awkward and painfull without being able to fly, also fly mode would be great for taking screenshots.
- Quest info tab: Set the preview image for the Quest by choosing from presets (similar to campaign banner), or taking a screenshot using the 3D Editor with fly mode
- Story/Quest editor: Where you select the Map Location for maps, let us also choose a loading screen image (similar to previous suggestion)
- Story/Quest editor: "Force start" checkbox on dialog goal, this forces a dialog to appear when the player finishes the previous step, Example: have a "Reach point" objective followed by a "Forced Dialog". The player walks into a room, and a conversation is triggered automaticly "HEY, who are you?" etc. (without the need for the player to click on the NPC saying it)
This would also work to make multiple NPC conversations by chaining "Forced Dialog"s
- new "Encounters" tab: Allow players to create encounters by choosing an AI (archer, sword, mage, etc.) and a costume/preset. Place them in a tactical layout, and set their agro range.
- (optional) "Encounters" tab: Allow players to make Custom AI by choosing weapon and/or abilities, also setting health and stats
- 2D Map editor: In the special tab, allow us to set custom quest tracker paths (the sparkling line) similar to placing a "Reach Point" node, except with multiple points (similar to one-way patrol). The Quest tracker will point the player towards the closest Point in the Custom path, and then follow said path. On my quest the path often points through walls and rocks I have placed, and on one map i have quite alot of "scaffolding climbing" and the quest tracker just follows the ground.
- 2D Map editor, NPCs: add a "Boss" behaviour, that has the following attributes: "Health" (dropdown of Easy, Standard, Hard), "Show Bar" (checkbox to show the big boss healthbar), Cutscene (checkbox to show the zoom-in-and-show-name cutscene), Cutscene range (the range at with the player must be before the zoom cutscene is displayed.
PS. there should be a limit to how many bosses can be on a map, i think there should be no more than 5, in addition bosses should "cost" as an actor and an encounter.
my Quests and Campaigns!
LINK
Please review my latest Quest:
Name Save the Princess
ShortCode NW-DBA7YIURL
Author Sabotender
Morokei's Stolen Property & Odoiel's Grand Maze. (Still under development)
More costumes also fine....
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