I would also like to be able to add some animations for a multiple part story line quest that I'm working on. Animations like...before getting killed, turning into a misty vapor or turning into a bat and disappearing through a crack, door or best of all a portal that suddenly appears right before the NPC dies. Oh, and some spooky graveyards and additional graveyard items to stock the graveyard. And some weather phenomenon like rain, thunder, lightening and low floating mist and fog...you see where I'm going with this Lol ?
Also, the ability to make a hooded cloaked, mysterious type NPC in a tavern smoking a pipe...that I want to be integral to the the beginning of the quest story.
I'm probably wanting too much here but....I would like to be able to construct buildings, preferably fortress types and castles in outdoor maps and even on mountains and yes, even snow capped mountains (picture Bram Stokers "Dracula" movie or a "Frankenstein" movie) looming in the distance...dark, depressive, gloomy, foreboding.
So what's stopping you? There are walls and floors and ceilings and castle gateways already.
I would also like to be able to add some animations for a multiple part story line quest that I'm working on. Animations like...before getting killed, turning into a misty vapor or turning into a bat and disappearing through a crack, door or best of all a portal that suddenly appears right before the NPC dies.
You could add misty vapor/magic fire/etc effects after the NPC "dies" and maybe even enable a waypoint that would describe how the NPC "escaped death."
Oh, and some spooky graveyards and additional graveyard items to stock the graveyard. And some weather phenomenon like rain, thunder, lightening and low floating mist and fog...
Search for "FX" in details -- I think that is all in there.
And look in "Special" nodes for "Sound" like thunder and rain.
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/Type Content Comments
#1 Costumes Add more costumes Like 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
#2 Costumes Let us color presets' costumes and underwear Brown "bra" under sexy armor is kinda disgusting, white or other mild color would work better
#3 Costumes Add more types of underwear and option to hide it Hide only when using armor, because underwear can mess up all great lookout of armor
#4 Encounters Add more encounters covering 1 mob
#5 Encounters Add another difficulty for encounters with only 1 enemy Because "Hard" isn't always as hard as we want.
#6 Encounters Add a boss if possible to implement We would be very glad for having this big epic awesome health bar in Foundry quests. More epicness in UGC.
#7 Maps Let us share maps I 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.
#8 Costumes Let us share NPCs and costumes As 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.
#10 Details Add movable content We would enjoy levers, pullable chains, steer wheels and other funny things that moves when interacted with.
#11 NPCs More animations Currently there is no way to make NPC sit on chair/bench. I think animations like this and others would be gladly appreciated
#12 Rewards Add placeable kits/chests But 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)
#14 Story Let us make branching story With 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.
#15 Story Add optional objective Let 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
#16 3D Editing Let us move NPC I 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.
#17 NPC Add "Animations Preview" window Add 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)
#18 Preview Add rolls Or at least make statistic average for each class
#19 Encounters Let us save modified encounters as templates We 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
#21 Details Add switches Puzzles 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
#22 Encounters Add more types of encounters With 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
#23 NPC Authors' recorded voice Being 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
#25 3D Editing Object properties accessible When you select an object's bounding box in Avatar-Edit Mode, it should present the same object-properties from Foundry-Edit mode. /schidoosh
#26 3D Editing More options to edit objects Allow authors to see and edit marker, sound, encounter, NPC, respawn, and spawn locations. Also please allow us to toggle visibility of avatar. /schidoosh, thesabotender
#27 3D Editing Flying 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. /schidoosh
#28 Sounds Adjusting volume Allow authors to edit the volume of sound objects and music manually in the object-properties. /schidoosh
#29 Sounds Add range of sounds Allow authors to edit the radius of sound objects, equivalent to editing the size of markers. /schidoosh
#30 Story Add OR statement to objectives If 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
#31 Objects Allow to move objects with triggers Allow us to move or rotate objects with triggers (dialogue, marker, quest, etc.). /schidoosh
#32 NPC Let authors set more phrases Allow authors to write a deliminated list of phrases for an NPC to say. /schidoosh
#33 Encounters Let authors set individual patrol paths for each actor Currently they move in a fixed formation regardless of how the player positions them to spawn. /schidoosh
#34 Dialogs Let NPC give more items Enable NPC's to give the PC different items from specific dialogue choices. (and not only when it's main objective /Forien) /flukered
#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
#39 Encounters New "Encounters" tab and options 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. /thesabotender, rasmenar2112, adjuchasbrokk
#40 NPC Add Vendor option to NPCs I'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
#42 Maps Add Raid or Dungeon map types rasmenar2112describes this content a lot in his post
#43 Sounds Uploadable music Allow authors to upload their own ambient music /rasmenar2112
#44 Encounters Actor's death as trigger Allow authors to set something to happen when some mob dies. /rasmenar2112
#45 Sounds More "Objective completed" sounds And allow us to decide which one choose. /rasmenar2112
#46 Objects Treasure chests and professions' kits. /adjuchasbrokk
#47 Dialogs Wait system for parties So 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)
what he said all this would be great just did my first quest yesterday i spent more time developing the quest then i did playing and i forsee doing many more.
so for me the most important is more quest slots i put in 9.5 hours on my first one when i run out of slots will cry when have to delete one of my hard worked creations
so for me the most important is more quest slots i put in 9.5 hours on my first one when i run out of slots will cry when have to delete one of my hard worked creations
I'm pretty sure someone* from Cryptic mentioned possibly awarding more slots to highly rated UGC authors.
(Perhaps something like an achievement unlock if you get 7 quests all rated over 3 stars)
*Maybe in the Andy Velasquez Foundry video? Or another one near that time?
I'm pretty sure someone* from Cryptic mentioned possibly awarding more slots to highly rated UGC authors.
(Perhaps something like an achievement unlock if you get 7 quests all rated over 3 stars)
*Maybe in the Andy Velasquez Foundry video? Or another one near that time?
I would love to see additional quest slots for everyone. The Foundry is absolutely amazing, but if you're building more than one campaign, I begin to wonder if the amount of quest slots we have is enough.
Maybe I'm the only one who thinks about sweeping campaigns with quests that are bite-sized chunks, though. I just figure not everyone has three hours to dedicate to one quest line within a campaign in a sitting.
~ Doc ~ www.embklitzke.com
Campaigns and Quests
Ties that Bind (Campaign) - NWS-DEIYZIGF9
A Father's Pain (Quest) - NW-DB7X8S7DM
To Find That Which Is Lost (Quest) - NW-DS6YPYVVC
Nope. You have the short-code. That's it. And they don't plan on working on it anytime soon from what I hear.
But the short code does not seem to work for missions that have yet to be reviewed. Unless I am missing something obvious?
If I cannot find an Un-reviewed missions by any means other than scrolling through a list, the process is useless. Again, I hope I am missing something obvious.
Could we get an ability to link two invisible clicky objects as teleporters? This would allow us to use any of the current art assets as teleporters rather than having to request new teleporter art.
Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
0
morbicMember, Neverwinter Beta UsersPosts: 0Arc User
But the short code does not seem to work for missions that have yet to be reviewed. Unless I am missing something obvious?
If I cannot find an Un-reviewed missions by any means other than scrolling through a list, the process is useless. Again, I hope I am missing something obvious.
You can use the short-code on the Best and New tab searches to find quests in the Review list. Usually one of them will work. If you can't find the quest, then it most likely the foundry catalog hasn't finished updating post-publish.
You could add misty vapor/magic fire/etc effects after the NPC "dies" and maybe even enable a waypoint that would describe how the NPC "escaped death."
Search for "FX" in details -- I think that is all in there.
And look in "Special" nodes for "Sound" like thunder and rain.
Awesome...thanks for the info. I am new to the Foundry, thanks for helping me
MAP:
-Provision for topography changes (to include mountains and valleys, possibly via heightmap tab)
-Provision for terrain details (such as prefab mountains, and terrain modifiers which basically just change the surface or create a subsurface, such as swampy patches, icy tundra DM layable paths etc)
-Provision for deletion of details from templates (such as deletion of trees included within the template that are entirely within a user placed mountain and will therefore NOT be rendered or that are simply in the way)
User Content Submission
-Provision for submission of models, textures, effects etc - to some central DM resource pool.
-Allow attaching segments of already approved code (from a NW library of code segments such as teleportation, status infliction etc - not user generated code) to objects to create novel content
-Inclusion of said resources/code allocations pending acceptance by staff or some number (perhaps 50?) of DMs (which would require that DMs be able to browse these resources and to approve/report them and perhaps to attach attributes for use in categorization and filtering)
-Force DMs to set a default NW supplied resource if their desired resource is not approved, e.g. a default NW texture if the user submitted texture they wish to use has not been approved or has since been disprove
-Allows inclusion of new lore friendly non player races such as gensai, objects such as structures etc
LOOT:
-Loot only to appear if the requirements of the foundry statistics from public use are filled - including at least 50 unique players completing the quest.
-Provision for large number of DM specified scavenging points and chest spawn points or boss drops.
-Ability for staff to exclude some points from random selection (if for example considered too close to beginning and therefore farmable) with repeat offenders warned then simply their quests excluded from the loot system
-Loot to be generic, class specific and proportional to combat difficulty of quest.
Scavenging:
-(5 stars) One per 15 minutes average play time, random scavenging point (of those provided); Limited to 5.
-(4+ stars) One per 20 minutes, limited to 4.
-(3+ stars) One per 20 minutes, limited to 3.
-(2+ stars) One per 20 minutes, limited to 2.
-(1+ stars) One if at least 20 minutes.
Chest/Boss Drop:
-(5 stars) One per 20 minutes average play time, random boss drop or chest spawn point (of those provided in range of hard encounter or boss); limited to 3.
-(4+ stars) One per 30 minutes, limited to 2.
-(3+ stars) One if at least 30 minutes.
0
boilinghandsMember, Neverwinter Beta UsersPosts: 4Arc User
edited May 2013
Let monsters walk through water planes. Water planes. Let them walk through them. Tell them they can do it, in their terrible hindbrain monster AI that has them getting stuck trying to move around corners or over objects more than an inch high. It's water. WATER! It's a foot deep and has no collision, and they're freaking paralyzed? What.
Just finished my first map, and have to say, add a boss mode, like in the game, can be a normal mob with same hp, but using costumes etc, just need that thing of "this is the last room" or " this is the boss " i know there are ways to let that be known, but it needs that build up. Also, add a way to make friendlies turn into an encounter, ie you are tlaing to an npc, you answer something wrong and it turns against you ( yes you can add an encounter, and re costume it, but when the change happens they sometimes leap up from the ground, very unrealistic.
But by far most important is to add a search to the " for review " bit of the catalog. i mean how are you supposed to get from there to new when scrolling down once can take 20 seconds.. or at least break them into pages.
Invisible Walls: We need a way (checkbox) to make invisible walls visible when working with the 3d editor. Adjusting placement of invisible walls in outdoor settings is a real pain. Also: Make invisible walls default to highest draw priority on the foundry map.
Dragbox Selection: In 3d editing, a method to select by nearest, and then tab through object drag boxes.
Dragbox Filtering: In 3d editing, a way to filter drag box display/selection by object type (or name).
Import/Export of Maps (XML): If foundry authors could import/export maps they could not only include a map in multiple adventures, they could share them with other members of the authoring community.
Proper dead body animations for spiders (and probably other stuff).
Proper scaling, so we don't have to figure out how to challenge a level 20 rogue without facemurdering a 60 cleric.
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
0
krisst0fMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited May 2013
Make teleporters appear/disappear based on conditions like other objects...
Also, give the ability to turn off the default sound, or replace it with its own (or place a triggerable sound on top), but at least the teleporter sound be OFF...
Finally, maybe a teleporter could be "interacted with" and assigned a different object/component (like a door, a mirror, portal, fire, any object really...)
Thanks for adding it to the list... I think this one is important because it would allow us to minimize the number of map loads by creating one single map and different areas in it.
0
krisst0fMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
We need more control options in the Backdrop Editor for Ambience / Music, Sounds, Sound Effects...All Audio.
Need to Add more Background Sound Override tabs and break down the Sounds List into Categories, like...Ambience/Music, Neverwinter places ambiance, Sound Effects, Whole Map Sounds, Haunted/Spooky, Weather and General Sound Effects and etc, etc, etc....
This way we can spend our time more efficiently by going directly to the category we are looking for instead of searching through a huge single disorganized list of sounds...just my opinion / needs.
We desperately need a way to navigate while in the Foundry Editor.
For instance a "HOME" and "BACK" button is a major necessity, so when we're working on multiple Quests / Campaigns and we need a break from one (or hit a creative impasse) we can return to the Foundry home or main page and select another Quest / Campaign to work on.
Also, having our Quests / Campaigns listed within the "file" tab within the Editor to be able to select from there would be a great help also. Otherwise, we have to close the Foundry and launch, re-log back into the Foundry home Page to select another project to work on...this is a HUGE pain in the HAMSTER to do.
On another note...would be nice to be able to copy a whole map and paste into another Quest / Campaign. I screwed up an made my map for a quest instead of a Campaign that is going to have multiple Quests / Acts within a campaign.
If there is a way to do this already, I just haven't figured it out yet...as I am new to the Foundry...ty.
I've got three things, I'd like to see that haven't been mentioned in the list. First off, making more things disappearable (i.e. portals, event markers, cavern doorways that don't have the generic door selected [with the generic door is NOT selected the "disappears when" trigger doesn't work at all]) disappearable and appearable (i.e. putting a marker under the intended exit of the portal and having it trigger the portal to disappear, so you can use it to enter an area, but not exit an area)
The second thing would be changing the "appears when" mechanic to refresh itself (i.e. You place an event marker to trigger the appearance of a rock, and another to trigger the disappearance of said rock, the event marker that triggers the appearance of the rock should make it appear again once it's been disappeared by the other event marker. [not only would this help in making more elaborate maze-like dungeons, it could also create the option of two-man team puzzles where one person opens the door on one side, the other runs through and stands on the trigger to keep it open {you'd have to use slim passageways to place the marker that closes the door in a place where the first person would have to cross it, but it can be done with this option}])
The third thing would be NPC grouping and enemy mob ungrouping. As a bit of flavor I added a small band of adventures (if you want to call them that) that path from one end of the road on the map to the other, It'd be nice to have them move in formation along the path by grouping them (which would also lower the number of patrol way points needed so we can add more actors in such a scene). At the same time, it's be good to remove the "must be grouped" option from enemy mobs. I honestly don't see the necessity of have them pre-grouped to begin with. If the encounter is too hard because of how many mobs are there, then reviewers will say so (or the players will eventually stop playing it altogether if it happens to make it through the reviewing process).
I'd like to see traps positionable in a reasonable way in the 3d editor. Right now it's all guesswork and a lot of back and forth from 2d to 3d to get things right. And that's just the one trap. Imagine having to position a dozen or more. Actually, if there were a way to make ALL special objects temporarily become dumb objects that can be positioned in 3d like all the other dumb objects. Then once they are in position you can turn all the interactions back on again. Yes, there's a chance the author might forgot to switch them back on again but that's a price I'd be willing to pay for perfectly aligned traps and such. Also, while I'm on the topic, some of the control points on objects make them difficult to position because the control point is not actually anywhere inside the object itself. I can understand why some of the objects have odd control point positioning (for example the wooden walkways have the straight piece with the control point in the center, but the ramp piece that goes along with it has its control point such that it lines up right over top of the straight piece's control point when you butt them together perfectly. This is a royal pain in the 2d editor because you need to move them apart to pick the correct one. In 3d you end up waving over the wrong one while standing on the piece you didn't want to edit and fall to your death because anything you touch in 3d disabled the collision for that object. That's a nice feature when you're moving something large and need to be inside it. I'd like to see a way to re-enable the collision on an object once I'm done editing it. Maybe hold down the CTRL key when I wave over the object's cyan-colored 3d edit cube restores their collisions. If I get stuck inside I can always wave it again to remove the collision and step away and try again. Another thing I'd like to see is the portions of the water plane that end up below the terrain are not displayed in the 2d editor (in essence display the correct shoreline for the water). This would help IMMENSLY in placement of objects and knowing if they are drowning or not. Another thing that would be nice is an option to turn on the object's name in the 3d editor so you can see it when you mouse over it. As a final request, and I'm sure everyone will love this one... please add an AUTHOR SPAWN POINT. This would allow us to keep the intended spawn point where it is and if this other spawn point is active (i.e. present on the map) the game launches using that one instead. Of course it would need a 0/0 allocation so if we accidentally forget to remove it we can't publish. Or even better, it gets automatically removed from published games.
If a tree falls in a virtual forest, how big is the sound file?
Please review my "Finger of God" campaign: NWS-DPJMGYJGV
Quest #1: NW-DS24FX4BC - Cragsford
Quest #2: NW-DTPUNXUAB - Mine's Mine
Quest #3: NW-DIPZQ7CMS - Are We There Yeti?
Quest #4: NW-DSCFDT5WS - Finger of God
As an afterthought, make the collisions remain in place by default. I HAVE to use the CTRL + rollover to deactivate it. If it works that way I don't really care if I can turn it back on again. That would just be icing on the cake.
If a tree falls in a virtual forest, how big is the sound file?
Please review my "Finger of God" campaign: NWS-DPJMGYJGV
Quest #1: NW-DS24FX4BC - Cragsford
Quest #2: NW-DTPUNXUAB - Mine's Mine
Quest #3: NW-DIPZQ7CMS - Are We There Yeti?
Quest #4: NW-DSCFDT5WS - Finger of God
Sorry for the multiple posts. Like to see a way to make extra openings where rooms adjoin, instead of just the default ones it puts there. Although you can relocate them I'd like to be able to make all the sections an opening. Suggest that in the "Special" section of the 2d editor that you add "Opening" as a type which works in the same way as the "Door" in terms of placement. In other words I should be able to place an opening in any spot that I can put a door legitimately.
If a tree falls in a virtual forest, how big is the sound file?
Please review my "Finger of God" campaign: NWS-DPJMGYJGV
Quest #1: NW-DS24FX4BC - Cragsford
Quest #2: NW-DTPUNXUAB - Mine's Mine
Quest #3: NW-DIPZQ7CMS - Are We There Yeti?
Quest #4: NW-DSCFDT5WS - Finger of God
Just figured out how to add extra openings. Simply place a door there and don't complete the process. It leaves the opening as is. Doh!
If a tree falls in a virtual forest, how big is the sound file?
Please review my "Finger of God" campaign: NWS-DPJMGYJGV
Quest #1: NW-DS24FX4BC - Cragsford
Quest #2: NW-DTPUNXUAB - Mine's Mine
Quest #3: NW-DIPZQ7CMS - Are We There Yeti?
Quest #4: NW-DSCFDT5WS - Finger of God
I'm not one to start petition threads, so I'll just post here. I really need a pointy top object to attach to my nuclear missile in "secret agent 34." Thank you for your time and attention.
I wish there was a 24 hr day/night clock in the Editor to use and that way you could easily pick the correct map lighting you want. Hmmmm...Naaah, that would make too much sense and be tooo easy
I'd like to see traps positionable in a reasonable way in the 3d editor. Right now it's all guesswork and a lot of back and forth from 2d to 3d to get things right. And that's just the one trap. Imagine having to position a dozen or more.
Depending on the other dozen traps, shouldn't be to hard to just edit the coordinates through the component tree button. Just make sure you change the numbers in the names of the traps to more easily distinguish between the plethora
Actually, if there were a way to make ALL special objects temporarily become dumb objects that can be positioned in 3d like all the other dumb objects. Then once they are in position you can turn all the interactions back on again. Yes, there's a chance the author might forgot to switch them back on again but that's a price I'd be willing to pay for perfectly aligned traps and such.
Also, while I'm on the topic, some of the control points on objects make them difficult to position because the control point is not actually anywhere inside the object itself. I can understand why some of the objects have odd control point positioning (for example the wooden walkways have the straight piece with the control point in the center, but the ramp piece that goes along with it has its control point such that it lines up right over top of the straight piece's control point when you butt them together perfectly. This is a royal pain in the 2d editor because you need to move them apart to pick the correct one.
I tend to just rename control points of objects then adjust them through the Component Tree. It's easier to find them, and usually I can get a bit more pinpoint. Course, it usually takes me a bit to start getting the numbers down.
Another thing I'd like to see is the portions of the water plane that end up below the terrain are not displayed in the 2d editor (in essence display the correct shoreline for the water). This would help IMMENSLY in placement of objects and knowing if they are drowning or not.
This is usually fixed by placing the water before the shore... The latest placed items more often then not tend to have their visuals overlap whatever was placed before it... Course, there are rare exceptions...
As a final request, and I'm sure everyone will love this one... please add an AUTHOR SPAWN POINT. This would allow us to keep the intended spawn point where it is and if this other spawn point is active (i.e. present on the map) the game launches using that one instead. Of course it would need a 0/0 allocation so if we accidentally forget to remove it we can't publish. Or even better, it gets automatically removed from published games.
one thing that all mmo games need a class specific run it would teach peeps how to play their toons pluss i am a cleric i would like to lvl up by healing not by dps something like this would be great if could run a foundry mission where i heal insted of smash and bash and the same could go for the other classes to something like this would produce better players and overall better gameplay for everyone
OMG it's frustrating trying to work with water planes.
Either...
1. Properly display intersection of water plane with terrain
2. Give us a global editor toggle/checkbox that we can turn on/off display of water planes
3. Display water at 50% (or less, or scalable) opacity.
Comments
Also, the ability to make a hooded cloaked, mysterious type NPC in a tavern smoking a pipe...that I want to be integral to the the beginning of the quest story.
So what's stopping you? There are walls and floors and ceilings and castle gateways already.
Encounter Matrix | Advanced Foundry Topics
You could add misty vapor/magic fire/etc effects after the NPC "dies" and maybe even enable a waypoint that would describe how the NPC "escaped death."
Search for "FX" in details -- I think that is all in there.
And look in "Special" nodes for "Sound" like thunder and rain.
Encounter Matrix | Advanced Foundry Topics
so for me the most important is more quest slots i put in 9.5 hours on my first one when i run out of slots will cry when have to delete one of my hard worked creations
NW-DHNVMMGVJ Dragons horde part one.
http://youtu.be/0KbqTWeJqxc
I'm pretty sure someone* from Cryptic mentioned possibly awarding more slots to highly rated UGC authors.
(Perhaps something like an achievement unlock if you get 7 quests all rated over 3 stars)
*Maybe in the Andy Velasquez Foundry video? Or another one near that time?
Encounter Matrix | Advanced Foundry Topics
I would love to see additional quest slots for everyone. The Foundry is absolutely amazing, but if you're building more than one campaign, I begin to wonder if the amount of quest slots we have is enough.
Maybe I'm the only one who thinks about sweeping campaigns with quests that are bite-sized chunks, though. I just figure not everyone has three hours to dedicate to one quest line within a campaign in a sitting.
www.embklitzke.com
Campaigns and Quests
Ties that Bind (Campaign) - NWS-DEIYZIGF9
A Father's Pain (Quest) - NW-DB7X8S7DM
To Find That Which Is Lost (Quest) - NW-DS6YPYVVC
But the short code does not seem to work for missions that have yet to be reviewed. Unless I am missing something obvious?
If I cannot find an Un-reviewed missions by any means other than scrolling through a list, the process is useless. Again, I hope I am missing something obvious.
You can use the short-code on the Best and New tab searches to find quests in the Review list. Usually one of them will work. If you can't find the quest, then it most likely the foundry catalog hasn't finished updating post-publish.
Foundry Content:Guide - Custom Channels and List (NW-DHBU9OTOS)
Asset upgrading poll.
Awesome...thanks for the info. I am new to the Foundry, thanks for helping me
-Provision for topography changes (to include mountains and valleys, possibly via heightmap tab)
-Provision for terrain details (such as prefab mountains, and terrain modifiers which basically just change the surface or create a subsurface, such as swampy patches, icy tundra DM layable paths etc)
-Provision for deletion of details from templates (such as deletion of trees included within the template that are entirely within a user placed mountain and will therefore NOT be rendered or that are simply in the way)
User Content Submission
-Provision for submission of models, textures, effects etc - to some central DM resource pool.
-Allow attaching segments of already approved code (from a NW library of code segments such as teleportation, status infliction etc - not user generated code) to objects to create novel content
-Inclusion of said resources/code allocations pending acceptance by staff or some number (perhaps 50?) of DMs (which would require that DMs be able to browse these resources and to approve/report them and perhaps to attach attributes for use in categorization and filtering)
-Force DMs to set a default NW supplied resource if their desired resource is not approved, e.g. a default NW texture if the user submitted texture they wish to use has not been approved or has since been disprove
-Allows inclusion of new lore friendly non player races such as gensai, objects such as structures etc
LOOT:
-Loot only to appear if the requirements of the foundry statistics from public use are filled - including at least 50 unique players completing the quest.
-Provision for large number of DM specified scavenging points and chest spawn points or boss drops.
-Ability for staff to exclude some points from random selection (if for example considered too close to beginning and therefore farmable) with repeat offenders warned then simply their quests excluded from the loot system
-Loot to be generic, class specific and proportional to combat difficulty of quest.
Scavenging:
-(5 stars) One per 15 minutes average play time, random scavenging point (of those provided); Limited to 5.
-(4+ stars) One per 20 minutes, limited to 4.
-(3+ stars) One per 20 minutes, limited to 3.
-(2+ stars) One per 20 minutes, limited to 2.
-(1+ stars) One if at least 20 minutes.
Chest/Boss Drop:
-(5 stars) One per 20 minutes average play time, random boss drop or chest spawn point (of those provided in range of hard encounter or boss); limited to 3.
-(4+ stars) One per 30 minutes, limited to 2.
-(3+ stars) One if at least 30 minutes.
But by far most important is to add a search to the " for review " bit of the catalog. i mean how are you supposed to get from there to new when scrolling down once can take 20 seconds.. or at least break them into pages.
Dragbox Selection: In 3d editing, a method to select by nearest, and then tab through object drag boxes.
Dragbox Filtering: In 3d editing, a way to filter drag box display/selection by object type (or name).
Import/Export of Maps (XML): If foundry authors could import/export maps they could not only include a map in multiple adventures, they could share them with other members of the authoring community.
Proper scaling, so we don't have to figure out how to challenge a level 20 rogue without facemurdering a 60 cleric.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Also, give the ability to turn off the default sound, or replace it with its own (or place a triggerable sound on top), but at least the teleporter sound be OFF...
Finally, maybe a teleporter could be "interacted with" and assigned a different object/component (like a door, a mirror, portal, fire, any object really...)
Thanks for adding it to the list... I think this one is important because it would allow us to minimize the number of map loads by creating one single map and different areas in it.
Just a note that it could be useful to make the teleporter disapear after it is used.
Please try my foundry Non-Fiction Fairytales short code : NW-DCS3BIRXL
Need to Add more Background Sound Override tabs and break down the Sounds List into Categories, like...Ambience/Music, Neverwinter places ambiance, Sound Effects, Whole Map Sounds, Haunted/Spooky, Weather and General Sound Effects and etc, etc, etc....
This way we can spend our time more efficiently by going directly to the category we are looking for instead of searching through a huge single disorganized list of sounds...just my opinion / needs.
For instance a "HOME" and "BACK" button is a major necessity, so when we're working on multiple Quests / Campaigns and we need a break from one (or hit a creative impasse) we can return to the Foundry home or main page and select another Quest / Campaign to work on.
Also, having our Quests / Campaigns listed within the "file" tab within the Editor to be able to select from there would be a great help also. Otherwise, we have to close the Foundry and launch, re-log back into the Foundry home Page to select another project to work on...this is a HUGE pain in the HAMSTER to do.
On another note...would be nice to be able to copy a whole map and paste into another Quest / Campaign. I screwed up an made my map for a quest instead of a Campaign that is going to have multiple Quests / Acts within a campaign.
If there is a way to do this already, I just haven't figured it out yet...as I am new to the Foundry...ty.
The second thing would be changing the "appears when" mechanic to refresh itself (i.e. You place an event marker to trigger the appearance of a rock, and another to trigger the disappearance of said rock, the event marker that triggers the appearance of the rock should make it appear again once it's been disappeared by the other event marker. [not only would this help in making more elaborate maze-like dungeons, it could also create the option of two-man team puzzles where one person opens the door on one side, the other runs through and stands on the trigger to keep it open {you'd have to use slim passageways to place the marker that closes the door in a place where the first person would have to cross it, but it can be done with this option}])
The third thing would be NPC grouping and enemy mob ungrouping. As a bit of flavor I added a small band of adventures (if you want to call them that) that path from one end of the road on the map to the other, It'd be nice to have them move in formation along the path by grouping them (which would also lower the number of patrol way points needed so we can add more actors in such a scene). At the same time, it's be good to remove the "must be grouped" option from enemy mobs. I honestly don't see the necessity of have them pre-grouped to begin with. If the encounter is too hard because of how many mobs are there, then reviewers will say so (or the players will eventually stop playing it altogether if it happens to make it through the reviewing process).
Prologue: Fort Neverember
NW-DL2RVQ54C
Chapter 1: The Gray Portrait
NW-DHGEFBMGD
Please review my "Finger of God" campaign: NWS-DPJMGYJGV
Quest #1: NW-DS24FX4BC - Cragsford
Quest #2: NW-DTPUNXUAB - Mine's Mine
Quest #3: NW-DIPZQ7CMS - Are We There Yeti?
Quest #4: NW-DSCFDT5WS - Finger of God
Please review my "Finger of God" campaign: NWS-DPJMGYJGV
Quest #1: NW-DS24FX4BC - Cragsford
Quest #2: NW-DTPUNXUAB - Mine's Mine
Quest #3: NW-DIPZQ7CMS - Are We There Yeti?
Quest #4: NW-DSCFDT5WS - Finger of God
Please review my "Finger of God" campaign: NWS-DPJMGYJGV
Quest #1: NW-DS24FX4BC - Cragsford
Quest #2: NW-DTPUNXUAB - Mine's Mine
Quest #3: NW-DIPZQ7CMS - Are We There Yeti?
Quest #4: NW-DSCFDT5WS - Finger of God
Please review my "Finger of God" campaign: NWS-DPJMGYJGV
Quest #1: NW-DS24FX4BC - Cragsford
Quest #2: NW-DTPUNXUAB - Mine's Mine
Quest #3: NW-DIPZQ7CMS - Are We There Yeti?
Quest #4: NW-DSCFDT5WS - Finger of God
Bill's Tavern | The 27th Level | Secret Agent 34
Depending on the other dozen traps, shouldn't be to hard to just edit the coordinates through the component tree button. Just make sure you change the numbers in the names of the traps to more easily distinguish between the plethora
Think this was already mentioned in the OP.
I tend to just rename control points of objects then adjust them through the Component Tree. It's easier to find them, and usually I can get a bit more pinpoint. Course, it usually takes me a bit to start getting the numbers down.
This is usually fixed by placing the water before the shore... The latest placed items more often then not tend to have their visuals overlap whatever was placed before it... Course, there are rare exceptions...
Just right click and select "Play Map from Here."
Prologue: Fort Neverember
NW-DL2RVQ54C
Chapter 1: The Gray Portrait
NW-DHGEFBMGD
Either...
1. Properly display intersection of water plane with terrain
2. Give us a global editor toggle/checkbox that we can turn on/off display of water planes
3. Display water at 50% (or less, or scalable) opacity.
PLEASE do something -- it hurts soooo bad.
Encounter Matrix | Advanced Foundry Topics