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Skill nodes and treasure chests in UGC

maegmaagmaegmaag Member Posts: 332 Arc User
edited July 2014 in The Foundry
[highlight]
  /----\
 /AAAAAA\
|AA-NA-AA|
 \AAAAAA/
  \----/
[/highlight]

Let NA be of a node N special asset with area A havin radius r (500ft as an example).
Let NA be limited to quantity of x per map (like a campfire, just more than one) and N be the skill node (or chest) spawned (content the same as regular skill node or chest).

Case 1:
[highlight]
  /-----\/-----\
 /      /\      \
|   NA |  | NA   |
 \      \/      /
  \-----/\-----/
[/highlight]

* NAs sharing a part of A will cause the spawn of N randomly (instance init) at one of the positions defined by these NAs (type, postition, transformation).

Case 2:
[highlight]
  /-----\      /-----\
 /       \    /       \
|   NA    |  |   NA    |
 \       /    \       /
  \-----/      \-----/
[/highlight]

* NAs will spawn Ns as defined (type, position, transformation), for the NAs distance is at least twice the NA r.

There ought to be some additional conditions, like x NAs allowed per details budget high or whatever (and featuring a quest should have major role in nodes allowance as suggested by author). The r of A will make sure no more than one N can be spawned in 1k ft (example) (thus unexploitable, unless the foundry creation validator or even the client coding fails).

Simply said, its a request for special asset to spawn "skill nodes"/"treasure chests". Its just a hint (probably messed up considering my state).

AddEdit

The whole point of A is an exploit protection addition. Unfortunately, all it solves is "empty map with multiple nodes at one place" (twill have to be more than 500ft r for NA). Am not sure if 2^3 (in case of 500ft r and max map size -2048^2, never checked height so i take it as a cube) with teleporters would take as much time as farming regular zones (any main content map). Anyway such thing still could be decided during instance init, with a priority flag used for NA (one of these in case 1 will be always spawned - boss room for authors). Spawn point (both campfire and map spawn point) could use such area to avoid placing the node there. It could serve for future as well.
dAuGVxU.png
A bit nosy NW-DKG7E99X6
"Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
Post edited by maegmaag on

Comments

  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited July 2014
    the problem is that even if this would prevent exploiting nodes in a same foundry quest, nothing stops from making hundreds of quests with just 1 node each at the beginning and playing all of them one after another, just to get the node and then exiting.
    It would also need a way to prevent opening too many nodes in a short window of time.
    2e2qwj6.jpg
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited July 2014
    Twould behave as regular node (exhausting the amount in timeframe works). Even re-starting a quest just to get the 1st node (nobody says it has to be the 1st thing u c) wont be as effective as farming the common areas (official main content/areas).

    If anything, add a solution/idea to avoid exploitation or improve the mechanics.

    PS: and hey, try to focus on supporting the foundry! XD
    dAuGVxU.png
    A bit nosy NW-DKG7E99X6
    "Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited July 2014
    Ah, I wasn't really sure there was already a mechanism to prevent general node farming.
    I don't see why the devs have so much trouble with adding them to the foundry then :/
    2e2qwj6.jpg
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited July 2014
    added an explanation (btw r is radius of a sphere not a circle)
    dAuGVxU.png
    A bit nosy NW-DKG7E99X6
    "Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited July 2014
    One of the problems with enforcing a minimum radius distance is it doesn't take into account things like dungeons and mazes that may wind around an end up back "near" a previous node but it is still a loooooong way to travel from node to node.
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited July 2014
    Why r u focusing on "nothing at all" instead of "at least one" in the end i wonder...
    dAuGVxU.png
    A bit nosy NW-DKG7E99X6
    "Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited July 2014
    maegmaag wrote: »
    Why r u focusing on "nothing at all" instead of "at least one" in the end i wonder...

    Who? Me? Not - I thought it was a great idea, I suggested the nearly identical thing eight months ago:
    12-10-2013 Non exploitable author placed Skill Nodes

    I re-edited the suggestion to how it shows now (if you look at some of the comments, you'll see the minmum distance thoughts).

    I'm all for adding skill-nodes to foundries. I think the easiest solution is what's suggested in the link: to allow authors to place (n) "Possible Skill Node" (even to the type of skill node), and then Cryptic can "populate" at load time, whichever ones they like. Be it minimum distance, totally random (would also prevent farm-bots), to "sparkly-path" distance between nodes, etc.


    ...and if you want to explore some other "mid-adventure" treasure chests and loot-caches:

    Check out "loot caches" portion of this one:
    08-14-2013 Shifting a portion of normal loot drops to Final Chest & Encounter loot caches

    ...and "Mid-quest minor chests" portion of this one:
    06-25-2013 Foundry Rewards and multiple Chests loot tables
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited July 2014
    I have proposed a different solution - allow the authors to place as many nodes as they like, *BUT* make the contents of the node depend on the number and difficulty of mobs killed since the last node was accessed.

    No kills...no loot.
    Hoping for improvements...
  • eldartheldarth Member Posts: 4,494 Arc User
    edited July 2014
    adinosii wrote: »
    I have proposed a different solution - allow the authors to place as many nodes as they like, *BUT* make the contents of the node depend on the number and difficulty of mobs killed since the last node was accessed.

    No kills...no loot.

    Foundry quests are already way too combat oriented due to that being the ONLY option for experience/loot.
    I'd much rather see non-combat foundry experiences encouraged:
    08-22-2013 Foundry Doubloons - awarding experience/rewards for non-combat objectives


  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited July 2014
    These things (nr of MOBs dealth with, time spent playing the foundry, amount of interactions etc) are rly more about final reward chest imo.

    The whole point of what i hint is having control over both type of the node and its position/transformation, with some variety, as an author, whilst preventing some exploitation possibilities.

    This way u cant just place the nodes at one spot (stack them, because if u would be allowed to its no change for a bot/farmer even if their spawn will be random). In the worst case u can make an empty map, with 2^3 (example, depends on the NA area radius) with teleporters. That would still take some time to farm (actually barely less than farming main content - just a guess), there can be a budget and u cant multibox/party farm (avoiding nodes ransacking penalty) because its simply not viable.

    The foundry placed nodes can also have an extra interaction time (even that i think long interaction is long enough) etc etc. Am too lazy and not that much open/sharing/willing to write a full paper about it (thats why the post i call a hint and is kind of plain/curt/simple). Am merely joining the "improve foundry movement", when besides real bosses, traps, dmg volumes, timer and quest-scoped variables (oh and pls "epic flag" to set eighter quest difficulty overall or encounter difficulty individually) some reward-like satisfaction is in need.
    dAuGVxU.png
    A bit nosy NW-DKG7E99X6
    "Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited July 2014
    There is also the "Professions Event" ... That mechanism applied always to UGV quests would prevent farming.
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited July 2014
    Well weve been told (kind of) that there will be some love (at least being it producers wish as i catched it) in the future. Ill (if ill care to) express myself later.
    dAuGVxU.png
    A bit nosy NW-DKG7E99X6
    "Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
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