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Can we make optional quests?

killz2manykillz2many Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 146 Bounty Hunter
edited July 2013 in The Foundry
I've tried browsing the forums to see if this has been brought up, but due to a terrible search engine there was too much to look through.

Anyway, I just finished my first (tester) Foundry quest. I found it to be quite enjoyable and easy to make. Though I still can't figure out how to find it on the review board.

I would really like to see optional quests though. Where you have your main quest, but you can add other objectives for different story paths and receive unique named items(Something Cryptic claimed we would be able to do, though stats would be random if gear)

Anyone know of a loop whole to get away with this? Or if devs had mentioned adding this option yet?

Thanks,

EDIT: I figured out how to play my foundry by using the quest ID.
Killz2Many ~ Greatest Weapon Fighter ~ Dragon Shard
game-of-thrones-dani-burn-deal-with-it.gif
Post edited by killz2many on

Comments

  • drakedge2drakedge2 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    It is very unlikely they will ever give us control over loot. As seen with the vast number of people that made exploit maps the moment the game went open beta, you can rest assured that they will never give us shiny toys anymore. What we will get is a watered down tool of their previous vision, of which you will have to find work arounds to make fun and interesting content.

    You can make side quests, they just won't appear in the player's quest journal, you can find an example of this in my chapters of Planescape, as I have placed various side quests in each chapter (save for 3)
    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.
  • killz2manykillz2many Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 146 Bounty Hunter
    edited May 2013
    Please read the post before making comments like that. "though stats would be random if gear" Cryptic said we would be able to create items, wither it's gear or just an item to sit in your inventory. Though the stats on the item would mimic that of gear you would already get. You basically just name items, but obviously they're not going to let you create gear with your own stats or effects.
    Killz2Many ~ Greatest Weapon Fighter ~ Dragon Shard
    game-of-thrones-dani-burn-deal-with-it.gif
  • killz2manykillz2many Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 146 Bounty Hunter
    edited May 2013
    Also the items don't necessarily need to follow the characters outside the foundry quest, though it would be nice for RPers and guilds.
    Killz2Many ~ Greatest Weapon Fighter ~ Dragon Shard
    game-of-thrones-dani-burn-deal-with-it.gif
  • drakedge2drakedge2 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    That's not really what I meant, I understand what you are asking and going for with the gear. Technically we still can, its just not a piece of gear or an item the player can equip. You can create quest based items to sit in their inventory. What I am saying is because of the exploiters already hitting the foundry with their exploits it is highly unlikely that we will ever be able to make a piece of gear for the player to use, even if the stats were random.

    This is because it would be far too easy for them to exploit again. Even if we gave them an item that we could name with random stats, that would garuntee that there would be a piece of gear in there with that name, and be padding the loot table.

    I get what you are saying, and agree it would be awesome to be able to place gear in any facet, but it's not going to happen outside of the un-equipable quest items in the bag.
    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.
  • killz2manykillz2many Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 146 Bounty Hunter
    edited May 2013
    At some point they need to fix the foundry though. It's already bad that it's the main shinning factor in this game and there is no daily foundry quest at 60, the rewards are meaningless. The least we could do is give players a item with a cool name so that they have a reward for going through your founder quest. Even if it was statless like the cape of caturday.

    Still the main point of this thread is optional quests. I don't understand why we can't have them. I would really like to start making quests with alternate paths.
    Killz2Many ~ Greatest Weapon Fighter ~ Dragon Shard
    game-of-thrones-dani-burn-deal-with-it.gif
  • senseijohnsenseijohn Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 90
    edited July 2013
    I think the solution is obvious...

    They allow designers to design the look or the gear and the name. Then, when the gear is received, a random piece of equivalent level loot is generated and assigned the look and name. And make it bind on pickup and non-saleable.

    Limit the number of these custom pieces per foundry quest so people can't just make a "Shopping Spree" quest.

    Problem solved.

    Designers get unique loot rewards ("Mighty Invincible Sword of Kobold Spanking") but they will neither over power the players, nor kill the economy.
  • redneckroninredneckronin Member Posts: 0 Arc User
    edited July 2013
    senseijohn wrote: »
    I think the solution is obvious...

    They allow designers to design the look or the gear and the name. Then, when the gear is received, a random piece of equivalent level loot is generated and assigned the look and name. And make it bind on pickup and non-saleable.

    Limit the number of these custom pieces per foundry quest so people can't just make a "Shopping Spree" quest.

    Problem solved.

    Designers get unique loot rewards ("Mighty Invincible Sword of Kobold Spanking") but they will neither over power the players, nor kill the economy.


    ^ This

    As long as they make 100% the "random piece of loot" is able to be used as determined by class.

    Be a but funny for an Author to design the "Mighty Invincible Sword of Kobold Spanking" and then have a GWF win it, but have it assigned to a CW Orb.

    All The Best
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  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited July 2013
    . . . . . My first mission in my campaign has a totally optional side mission that one could easily miss if they didn't explore. ;)

    . . . . . I do remember them saying that we would eventually be able to dictate the type of loot (not actual loot, like we could choose it to be a sword for example, just not a specific sword with specific stats, that would still be random) and be able to name the items, allowing the players to bring them and use them in the game world. This has yet to be implemented or talked more of since though. This would have been prior to me entering Alpha. I think its in one of the Andy interview videos but I cannot be sure, could have been the Exec's.
  • nimmanunimmanu Member Posts: 250 Bounty Hunter
    edited July 2013
    I have a side quest in mine. I also have two different endings. You can pick good or evil.

    Remember, at the end of the day... you can have your final battle be all about killing ONE group of NPCs, or even just ONE npc... and it doesn't even have to be a named one, lol. You can make it "talk to joe" after the major battle, even. Nobody even has to die as a point of the quest.

    If you pick the bad guy, all the townspeople have to die. If you pick the good guy, all the bad guys have to die.. all you need is 1 connection and you're golden. In my case, it's a traitor that one side says should die because (duh) he's a traitor. So the other side says he has to die because (duh) never trust a traitor.

    Viola... now you can let the character pick a side.

    So you can let them start choosing their side early on using enduring items, or you can let them pick at the end. But you CAN, with a mountain of work, let them choose in the end. Just figure out what the connecting factor is. A traitor no one trusts... a box that they can interact with afterwards (for two opposite reasons--one to turn off the explosive, the other side wants you to arm the explosive)... etc.

    But outside of your quest objectives, you can give a lot of choices. It's finding a way to make those objectives gel with BOTH sides that makes all the difference.
    Breaching the Swarm NW-DUXUHQWNP

    Pick your side, take a stand, save--or kill--your former allies.
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