Overall the more I use the foundry the more I figure out what I can do with it, but it still seems kinda limited in terms of just linear questing and not robust enough options for multiple triggering events.
here are some of my suggestions:
1. It would be very cool if objects could have multiple Appear when/Disappear when triggers.
(This way a component could disappear when interacted and also when an objective has been completed for example.)
2. Npc/Encounters with the ability to give off trigger states to other components when they die, are low on life, or when they spawned.
(like component complete - let me spawn an NPC at an encounter death per say - that is not Objective tied)
3. an Override component that when triggered can set new states for other objects, like set them to disappear when.
(this could take place of the first suggestion)
4. a pure Trigger special object - that can chain events. This could take multiple options, like - component X complete and competent Z reached. that can set a triggered state like component complete.
5. An option for multiple dialog options to be AND or OR for triggering their events.
(play sound when dialog reached, X talk OR Y talk. for example)
6. Add treasure boxes that can be placed- that in game will spawn loot based on what you killed and the last box you looted. So if I put down 50 chests and killed nothing - they could all be empty, or if there was a lot of fighting they could all have some loot. Loots is based off this variable so if I only put 1 chest down and had a ton of hard fights it could spawn really nice loot. The loot variable gets a + based on the toughness of the encounter you kill. Have an option for a chest to drop kit loot. Mix it up with some in game randomness so, sometimes the treasure could be good, and others it is just ok. (also another rating for the developing author could be added in so good developers get better loot drops on their maps and exploiters get nothing)
7. Give Story objectives options like Appear when and disappear when. This way there could be optional encounters that could add objectives to the story. (Kill Enemies - MyBoss - appear when: component X complete.)
8. Options for things like sounds and components to be just one time or to be triggered multiple times. The component flag would be automatically reset when you left the area, etc...
(for example: component X reached, play sound Y - each time this happens)
9. more emote animations - like attacking and stuff. So if I want the user to break something I have an attack option. Idle encounter mobs dont really have a lot of options here either...
10. More visual FX that are just one time only. Like a puff of smoke, or more and bigger explosions.
(Like the fire flare up or the death effect fire explosion.)
11. have an option for visual FX to use their loops or to just animate once?
(this can solve #10, but it would be awesome to have more FX to work with, so I see this as another whole idea)
12. More sound FX!
Overall the editor is pretty sweet, and I find it just as fun to play with it as I do enjoy playing the game. These kind of changes above would just mean tons more hours people would and could put into it when working on maps and it would also mean more robust and fun maps for the players. (win = win)
I don't understand the premade encounter system at all, really.
Wouldn't being able to place single monsters and then group them into an encounter work just as well, and allow for more creativity on the part of the creator?
Comments
http://nw-forum.perfectworld.com/showthread.php?238692-UGC-The-Wizard-of-War-NW-DBLKY7K2S&p=3124672#post3124672
My Flash Games ->
http://www.mind-wars.com
Wouldn't being able to place single monsters and then group them into an encounter work just as well, and allow for more creativity on the part of the creator?