OK so we all know that the foundry rewards are a bit lacking. This is especially true for quests that are still in review so they do not count towards dailies, etc. I got to thinking about the gift boxes that were being handed out for the event this weekend. I would be really happy to receive one box like that in the end chest. This way they cannot be exploited as someone must finish the quest and the items in the box are random so you never know exactly what you will get. What are your thoughts on this?
P.S. When I say a box like that, it doesn't have to be exactly the same. I just meant a chance for a cool fashion item, or maybe some extra ADs (not necessarily 10k) would be really cool in my opinion and would help boost UGC plays in general.
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So yeah maybe 1-3 boxes in the chest ind the end, would let people play the heck out of these quests:) They should probaly put a cap on maximum number of boxes pr. day so people dont farm them, like 10 maybe or something.
But then people will still only play the 15 minute quests that are already popular. And when someone gets a couple of pots instead of the desired 10k AD you're still going to receive the '<font color="orange">HAMSTER</font> loot' reviews and be down-rated because of the RNG.
I've long said the rotating event for Foundrys is no enticement (double xp is redundant at L60 and even players progressing complain at the speed of levelling). Adding a box to the end of Foundrys during the hour the 'event' is on is another option, but let's be honest, it is still going to encourage the exploit quests that exploded onto the scene during last weekend's event.
There is no doubt that event-type reward boosts plays. Double AD days had Zone chat filled with 'LFG Foundrys' on a par with DD shouts and that was only an 8k AD reward for completing 4 quests (L60). I think this is a better way to go - boost rewards for Foundry Daily completion, but not from the Foundry quest itself. That way there are controls in place to ensure exploits are minimised. Sure some players will still replay the same quest 4 times, but many others will be encouraged to look for something new to play.*
*Which brings us back to how crappy the catalogue is when it comes to finding newer quests. But that's a separate issue discussed already in several threads.
I think whats important in your post though Pris is that we the community have not given up trying to think on new ways of making the foundry more enticing, and I think that in itself is an extremely positive thing.
What I'm saying here is don't stop, one day something will get through to the devs.
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Random Loot is never a good idea in my opinion, except as loot dropped from mobs.
Players want (need actually) to see genuine progression towards a long term goal, a goal that is not gated behind "lucky RNG" rolls.
To make Foundries truly appealling to players there needs to be a defined set of "end point" rewards towards which the player progresses, and progress must be made every single time a player runs a foundry.
The very best option would be to have a "Foundry Token/Medal/Coin" whatever.
Have it awarded at "points plateaux", and have time, mob difficulty, etc all accrue points. So that short, simple, basic combat hack'n'slashes that last 15 mins award 1 Token/Medal/Coin.
And complex, multi-map quests with extensive dialogues, side quests, scaled combat including "bosses" and that last - for example - an hour would award 4 Tokens/Medals/Coins.
Then allow these coins to be traded for Seals, cosmetic items etc.
I think the Tymora's Giftbox idea is perhaps too simplistic (just a rework of the chests we already have).
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As for exploit or just short quests. I think only the loot chest at the end should drop this item. Absolutely no random monster drops for this particular item throughout the quest. People would have no real reason to farm the <font color="orange">HAMSTER</font> out of these when the chance of getting the extremely rare loot is 5% or less. It would not really be worth their time. At least that is my line of thinking. To be fair, I do not think that way so I am only guessing. Some of my favorite quests are 30-45 minutes long.
I got to thinking about this some more and I would totally understand the AD reward not being 10k AD as that is a bit much, but why not 1k AD or just equivalent to what you receive for doing the daily. Since this only happens as a random roll when opening the box I don't think it would be worth exploiting.
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I know there are achievements tied to playing and reviewing Foundries, but while those are nice, they're also usually only incentive for completionist types.
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Foundry Tokens.
1. After a module gets its required daily foundry play award 1-2 tokens for every fifteen minutes a event averages.
2. Create a Foundry Token Vendor. Have purple items same as gauntletgrym. Make the items more solo friendly mixing up all the stats.
3. Unique foundry companions. Most people who play foundry's frequently are more the role-player types. Create unique solid role-play companions.
4. Can only receive a foundry token from same author twice per day. This would be to prevent map farming or hidden short cuts in peoples foundry's from being exploited.
I think the trick for foundry loot is fluff items. Costume pieces, dyes, hair dyes, maybe a rare alteration coin that lets players alter their appearance (you can do it for free in STO, but you need ZEN here?!?!?!?!) These things would drive players back to Foundry quests. Fluff items are always popular. I especially like the idea of Foundry Coins that you collect in order to buy items like the ones I mentioned.
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