You're right I did forget that instance. Good catch. Then all the more easily integrated into the foundry I would think. I cannot however think of another instance. Since you caught that one maybe you can point out others.
To restrict myself to strictly quest plot timers there's also Dorothea Linkletter as part of the spellplague questline, specifically when you have to get her through the sewers. If she sees combat she freezes and will turn into "spellplague Dorothea" if you do not feed her some calming potion in time. So while they're not that widely used in official story quest content, timers were part of launch day content and not added later.
Of course every one of the area events such as capturing spies in Blackdagger is also timer based.
Totally agree. This has consistently shown up on "wish lists" since beta,so hopefully it's fairly high on their priority list by now. Maybe they'll ask for an updated list from us once we get some time to play around with the improvements coming next week.
Sign me up for this. We need it so badly it's not even funny.
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builderxMember, Neverwinter Knight of the Feywild UsersPosts: 81
edited December 2013
I see we had some new items for the foundry - but NO TIMER object - really how hard is it? Timers are the backbone of all modern OS's and programs - you know easy - Please implement one ASAP.
Do you guys use the work around that we use for STO? Ex: mob timers with the push pins close to the player but the individual actors away from the player. Stuff is set to happen with the death of a mob, or if the player can complete a component then the mob doesn't trigger. Thus, there is a timer of sorts that we use in STO's Foundry.
Here's a video on how we do it in STO. I don't know if it's possible in NW.
Do you guys use the work around that we use for STO? Ex: mob timers with the push pins close to the player but the individual actors away from the player. Stuff is set to happen with the death of a mob, or if the player can complete a component then the mob doesn't trigger. Thus, there is a timer of sorts that we use in STO's Foundry.
Here's a video on how we do it in STO. I don't know if it's possible in NW.
Yep. In my Old Magic quest I'm using a small C cave to drop Drow Assassins in a pit which has a deathplane -- gives me a pretty steady 2 second pulse -- burns thru encounters quick though, only got 50.
We also can "one-way patrol" mobs into a "friendly" mob killzone - at 7.5fps, extend path to desired long time, and it works.
Neither is ideal. A simple bloody timer/alarm. It's in the core game already.
Yep. In my Old Magic quest I'm using a small C cave to drop Drow Assassins in a pit which has a deathplane -- gives me a pretty steady 2 second pulse -- burns thru encounters quick though, only got 50.
We also can "one-way patrol" mobs into a "friendly" mob killzone - at 7.5fps, extend path to desired long time, and it works.
Neither is ideal. A simple bloody timer/alarm. It's in the core game already.
I do love the Eldarth timers. They are a workaround, not a timer. They are never exact or consistent. Not to mention dangerous. I have been hurt by these already. (J/K I have not been hurt)
You don't. It has to already exist on the map. It seems to exist in the Interior Maps -- specifically the Cave rooms, and apparently at differing heights.
I do love the Eldarth timers. They are a workaround, not a timer. They are never exact or consistent. Not to mention dangerous. I have been hurt by these already. (J/K I have not been hurt)
Not "my" timers - I believe Zovya investigated the concept initially.
Exact? No. Consistent? If done properly.
Dangerous? Difficult/Encounter expensive, but dangerous??
Signed. The current methods of simulating a timed event (mob timers, area marker stacking, etc) just don't work well enough to count for a proper timer mechanic.
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doc4gothMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 61
edited February 2014
I agree fully we need to have timers. Aside from the ability to be able to implement unique special effects it would also allow us to ensure that foundries meet the minimum requirements to qualify as a Daily Foundry. While there are workarounds to provide a timer function they are not all that reliable and require us to build maps in such a way to accomodate the areas needed for the timer while remaining with the necessary radius of the player for them to work.
Comments
Of course every one of the area events such as capturing spies in Blackdagger is also timer based.
Encounter Matrix | Advanced Foundry Topics
In the name of Selune tell me this has been known about before now?!?
Encounter Matrix | Advanced Foundry Topics
Finally.....how long it take?
...at least since Foundry Beta (Mar 2013) - so... NINE months now.
I think I even heard Foundry Alpha had requested it.
Encounter Matrix | Advanced Foundry Topics
Here's a video on how we do it in STO. I don't know if it's possible in NW.
Yep. In my Old Magic quest I'm using a small C cave to drop Drow Assassins in a pit which has a deathplane -- gives me a pretty steady 2 second pulse -- burns thru encounters quick though, only got 50.
We also can "one-way patrol" mobs into a "friendly" mob killzone - at 7.5fps, extend path to desired long time, and it works.
Neither is ideal. A simple bloody timer/alarm. It's in the core game already.
Encounter Matrix | Advanced Foundry Topics
But the timer has to be connectable to markers, story events and component completions.
(and levers)
This would help a lot.
My YouTube Channel
A Comprehensive Review of Neverwinter <-- Read it!
How do add a deathplane?
I do love the Eldarth timers. They are a workaround, not a timer. They are never exact or consistent. Not to mention dangerous. I have been hurt by these already. (J/K I have not been hurt)
You don't. It has to already exist on the map. It seems to exist in the Interior Maps -- specifically the Cave rooms, and apparently at differing heights.
Encounter Matrix | Advanced Foundry Topics
Encounter Matrix | Advanced Foundry Topics
[SIGPIC][/SIGPIC]
@Moonchips
Oh, 2 more days and it is 1 year anniversary of this thread.