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Most desirable "easy" foundry requests

eldartheldarth Member Posts: 4,494 Arc User
edited December 2014 in The Foundry
Rumors of a "big foundry push" coming after Module 4.
Time to let the developers know what we'd like to see.

Based on 40 years experience as a software developer, I can be fairly certain how difficult certain programming requests are going to be to develop. So, here's my list of requests that have been gathered since beta that I think a junior programmer could probably tackle.

You can vote for as many as you like.

Summaries (please visit actual page for more detail)

Shifting a portion of normal loot drops to Final Chest
Take a small percentage of "encounter" loot drops and move into final chest

Foundry Doubloons - experience/rewards for non-combat objectives
Could be awarded on Objective Complete and used to calculate non-combat XP for stories with few encounters

Non exploitable author placed Skill Nodes
Allows placement of "possible" skill node locations to be populated randomly during map loading

Component Complete on one-time Sound Effects
Allows Display When/Disappear When to occur when a single-shot/non-looping sound effect finishes
[Note: Could also be used as a Timer workaround saving encounter budget]

Component Complete on one-time Animation Effects
Allows Display When/Disappear When to occur when a non-looping special visual effect finishes
[Note: Could also be used as a Timer workaround saving encounter budget]

Request: Individual actor encounters for each elite/solo

Provide more flexibility by providing individual encounters for all Elite and Solo creatures

Request Behavior: Spawn AT Encounter Complete
Allows placing contacts/effects/dead bodies/etc at the location where an individual mob encounter completes.

Expose "leash" radius in encounter UI
Allow editing existing "leash" distance that a mob will follow before losing aggro, and returning to it's pre-aggro loc.
Post edited by Unknown User on

Comments

  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2014
    While I would love to see all of these suggestions added, the two I voted for are:
    • Foundry Doubloons - experience/rewards for non-combat objectives
    • Non exploitable author placed Skill Nodes
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited May 2014
    I agree that all of these would be great, however, I decided to vote for.

    Shifting a portion of normal loot drops to Final Chest
    Request: Individual actor encounters for each elite/solo
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited May 2014
    Also note that the Component Complete on Sound Effect Complete and/or Animation Effect Complete could be used as an alternate Timer workaround saving encounter budget! :cool:
  • eskarineeskarine Member Posts: 0 Arc User
    edited May 2014
    Dubloons, hands down. We need a solid reward/xp system before we can fix everything else.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2014
    eskarine wrote: »
    Dubloons, hands down. We need a solid reward/xp system before we can fix everything else.

    Yeah, ^This. Hands-down.

    I am still of the strongest belief that the most significant and important fix for the Foundry as it stands right now is better rewards to help entice more casual players into playing the quests. Bring on the other goodies, sure, but not without updated rewards.
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited May 2014
    I voted for Foundry Doubloons, as it would be really great to reward players for story-based campaigns with little combat. Greater diversity of quests and encouraging storytelling, and not just hack-n-slash, is a GOOD THING.

    I also voted for author-placed skill nodes, and individual actor encounters.

    Some others, like the "component completes on... " if I understood better what kinds of effects they'd be used on, I might give my voice to as well.
    [SIGPIC][/SIGPIC]
  • eldartheldarth Member Posts: 4,494 Arc User
    edited May 2014
    bardaaron wrote: »
    Some others, like the "component completes on... " if I understood better what kinds of effects they'd be used on, I might give my voice to as well.

    For animation effects - perhaps "flareup", "Crystal Explosion", "Summoning Circle", etc.

    For sound effects - perhaps "Chime 1 (3/6/9/12)", "Wolf Howl", "(Monster) Taunt", etc.

    Used exactly like you can now with Encounter Complete, Interactables, Point Reached, etc.

    For a quick example...

    Display When Point Reached: Sound Effect-Wolf Howl
    • Display When Sound Effect (Wolf Howl) Complete: (another) Sound Effect-Wolf Howl
    • Display When Sound Effect (2nd Wolf Howl) Complete: 2 Werewolf encounter patrol

    Or...

    Display When ... : Chime 3
    • Display When Chime 3 complete: low hanging fog
    • Display When Chime 3 complete: Chime 3
      • Display When Chime 3 complete: Sound Effect: Erinyes Taunt
      • Display When Chime 3 complete: Chime 3
        • Display When Chime 3 complete: Fade screen to blue overcast
        • Display When Chime 3 complete: Chime 3
          • Display When Chime 3 complete: Crystal Explosions
            • Display When Crystal Explosions complete: Encounter Erinyes
  • harbinger815harbinger815 Member, Neverwinter Beta Users Posts: 41
    edited May 2014
    better rewards would be nice but more importantly...more creature skins and maps
  • adran07adran07 Member Posts: 51 Arc User
    edited June 2014
    Why is Timer not on this list? It's not like it would take any more effort than copying what's already in the main game over....
  • eldartheldarth Member Posts: 4,494 Arc User
    edited June 2014
    adran07 wrote: »
    Why is Timer not on this list? It's not like it would take any more effort than copying what's already in the main game over....

    Timer is probably the #1 request that everyone has been requesting and begging for since beta.
    I'm pretty sure Devs know about the desire for Timers -- even if it "seems" they just "discovered" that request and "thought it was a good idea" or something similar within the last few months.

    So, I tried to get a good sampling of things I thought would take really minimal effort and minimal UI changes and tried to get a little publicity for some other suggestions.

    Timers, Randoms, (better rewards) all way, way, way up there already. ;)

    ...and if Timers aren't part of the "post Module 4" Foundry "development push" then somebody is going to get a flaming paper bag filled with unicorn manure on the company lawn.
  • guitarzan698guitarzan698 Member Posts: 384 Arc User
    edited December 2014
    Five bucks says you won't see ANY of these implemented... zero.
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