@terramak mentioned that he would have to approach the lead design team about bandwidth in regards to adding/updating assets during the Q&A livestream. I know it may end up being a long, time-consuming post, but could we get a more in-depth, technical explanation for why the Foundry is bandwidth dependant? Is it something with load times? Asset Menu load times? Quest load times? What is the process in which assets are added to the Foundry?
"I don't know, I'm making it up as I go..."
Featured Foundry Quest: Whispers of an Ancient Evil [v3] - NW-DQ4WKW6ZG
Foundry Quest: Harper Chronicles: Blacklake - NW-DCPA4W2Q5
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Regardless, on http://www.arcgames.com/en/games/neverwinter, it states: The Foundry is half the reason I chose to play this game, instead of all the other available F2P options out there. I love creating. But the sad state of the Foundry right now makes it nearly impossible to create a Foundry, and the lack of rewards mean no one (very few) are playing them.
I would like to see a more powerful editor (preferably a local one), more assets, and better player rewards.
"...I grab my wiener and charge!" - ironzerg79
You either showed your knowledge of the english language or the bounds of your nerdiness with that one.
I knew what you meant but figured this question would come up as soon as I heard it on the stream. Unfortunately many tech based words have misconceptions and to the average person bandwidth is synonymous with speed rather than the total amount of resources (bands) available at a given period of time.
Just like I had to explain to my father last week that "dedicated lines" don't really mean the ISP installed a line specifically for him but rather that he had a guaranteed amount of bandwidth from the line shared with his neighbors. True dedicated lines do exist but they aren't something the ISP give people who don't pay a huge premium, they simply play on the lack of understanding people have of the terminology to make their services sound superior.
In any case, it did make me grin hearing bandwidth used in that context, haha. I think I might have to start doing that just so that the term becomes less alien one person at a time, haha.
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That being said, I hope you fix the teleporter issue as soon as possible, because it's a very annoying bug.
And if there would be a way that some authors may help to add assets in the game, I'm pretty sure some of us will be happy to help.
NWS-DOVA9JIJV - The Lost Seneschal
NW-DT3221YUY - The Wildcross Bride
Foundry Grand Master.
@terramak ... I think you'll find the Foundry authors are a very dedicated, hard-core group who just want decent tools to create "Infinite Adventure".. more assets (to include boss-like encounters), fewer bugs, and better rewards for players... we will keep telling our stories as best we can through the Foundry, but those stories are meant to be shared, not ignore because people are too busy grinding RP and SH upgrade stuff.
So, yeah.. whatever you need, man. Let us help you help us.
"...I grab my wiener and charge!" - ironzerg79
what we want for the foundry are really small changes that could improve it drastically. We don't mean to take away too much tome from the devs. (I think the most work is to add new assets, but that can be done gradually, and I remember reading that it wasn't really long)
The biggest incentive for Foundry Authors to create work is by having players actually want to play the content.
Without rewards and incentives to do so only the niche story driven players play foundry quests more often than once every never.
Yeah it's hard to justify spending resources on Foundry development when the interest is so low...
But interest is so low because players have been given no reason to be interested in Foundry content. Nothing more.
NWN is still being played to this day because of UGC. NWN2 is still going fairly strong too and both of those titles are over a decade old. The interest is there...the devs simply failed to execute a system which gives players incentive to play the content.
"...I grab my wiener and charge!" - ironzerg79
Featured Foundry Quest: Whispers of an Ancient Evil [v3] - NW-DQ4WKW6ZG
Foundry Quest: Harper Chronicles: Blacklake - NW-DCPA4W2Q5
http://www.arcgames.com/en/forums/neverwinter#/discussion/1210831/more-content-please
Players want content. Players want to be rewarded for their time.
Foundry authors want to make content that will be played. Foundry authors have the ability to create *infinite* content (assuming infinite potential authors), a big initial selling point on NW.
Devs have the ability to create only finite content, because they are mere mortals. Keeping players involved in limited content requires putting in reasons to grind the same things over and over again. Grind =/= content, because it is not interesting or engaging. Players feel harnessed to Sisyphean equipment/Stronghold grind because that is what is left to do. Players are bored, frustrated, depressed. Players may try to ride these feelings out until next big content release, or may throw up hands in despair and head for another game.
Players still don't spend time with Foundry because it does nothing to help with Sisyphean equipment/Stronghold grind. Time playing Neverwinter that doesn't contribute to Sisyphean climb is wasted time. Potential for infinite content and player engagement in novel experiences is wasted.
Game executives want people to play their game instead of someone else's. Game decision-makers won't allow any development time on or rewards from Foundry because... they are blind?
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I "put my money where my mouth is" to the tune of 5 million AD to see if the best of Foundry could get NWO players to play it for it's own sake. The result of that experiment is they will not.
My conclusion was that Neverwinter Online's playerbase by and large just does not want to play UGC, they prefer shinies to foundries. There's nothing inherently wrong with that, it's just how the playerbase in Neverwinter Online is. Adding shiny stuff to Foundries wont make the playerbase enjoy foundry stories, it will result in the playerbase clicking their way through foundries in whatever manner results in the fastest shinies (see the one click achievement foundries, exploit foundries, legit grind monsters in an empty map for 15 minutes foundries etc). That's why the forums have been perpetually filled with "I'm bored/nothing to do" posts and anyone recommending trying Foundry stuff is dismissed.
I think a lot of people who hang on to Neverwinter do so because they are very emotionally invested in the lore and the intellectual property, but that doesn't mean they don't want to try to earn the nice things the game says they can have if they work at them. But Foundry offers little to no opportunity to earn those things. I know that personally, if I don't feel like doing anything that's going to help progress something, I'll probably turn the game off, because I already spend more time than is healthy on the game things I "need" to do even though they're not very fun. It's really rather sad.
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Bottom line is that Foundry Content does not contibute to progressions so from a player standpoint it is a waste of time. It has far less to do with the player base being different from NWN's, which it is, and more to do with the fact the progression is slow enough without "wasting" time in UGC which does not contribute in any way towards progression.
And (I think) I agree with you reiwulf that many people who get invested in their characters and lore have left but that doesn't mean there are not people who would like to be invested in their characters still around. Zeb and I are still around afterall.
Just because we are down that path doesn't mean we shouldn't try to correct the course and not give those who want reasons to be invested in their characters beyond grinds what they wish. As becky said, many here are invested in the IP and those are the same people who would benefit from feeling like there are options to be invested in their characters beyond the gear grind. The doomsaying side is to say those are already gone but I think there are those who just adapted because of the IP and surely at least some of those who left would return.
On that note...with the recent reduction to customization (transmute) options we might already being on the path to getting people more invested in their characters.
if they would add more story oriented quests and laid down the grind a bit, things could be vastly different. But I don't see than happening anytime soon. (although I would love to be proven wrong).
Exactly.
And they have been given incredibly simple fixes (repeatedly) that would even generate Zen sales and keep and increase playerbase:
Incredibly simple fixes any developer fresh out of college could do in a month.
Encounter Matrix | Advanced Foundry Topics
UGC could fill this role spectacularly well. If players could supplement their daily and weekly campaign quests with Foundry quests, it would most definitely break the monotony and give the devs some breathing room. Campaign areas should have a foundry NPC (like those harpers of old) that offer campaign currency / refinement rewards for daily qualified foundry quests.
Each campaign zone's foundry NPC should also offer a weekly foundry quest that requires playing a featured foundry quest with a chance to drop a foundry unique reward of some variety.
I still feel strongly that temporary zen store items (mounts and companions with an x-hour timer on them) would have a great impact on both the foundry and zen store sales... I think these would fit nicely on those weekly foundry campaign zone quests I mentioned.
Additionally, to make longer quests equally desirable, the campaign rewards could be scaled based on the average playtime for the quest (above the 15 minute daily requirement, of course).
Foundry: story
Regular content: progression
The playerbase plays what it wants, which is why foundry stuff is virtually unplayed. If progression is added to Foundry, the playerbase will play whichever gives quickest progression because progression is what they want. I think the foundry authors want people to appreciate the stories. Adding rewards to foundry will not make the playerbase appreciate the story, it will make them grind the content as quickly as they can to get the reward.
"...I grab my wiener and charge!" - ironzerg79
Exactly. ZERO progression promotes zero plays. Duh Cryptic.
All they have to do to prevent foundry exploitation is base rewards/XP off of Earned Time Spent:
"Earned Time Spent" - Preventing “Artificial Time Extending” Exploits
Currently total “Time Spent” if used for experience/loot maximum cap calculations can currently be artificially extended by macro usage where player merely jumps up and down or runs in circles for hours and vacuums up loot from portal spawns.
That's like THREE lines of programming code @terramak. Three lines that would allow you to reap the benefits of an uncrippled foundry where you could add Zen incentive rewards and increase sales.
Encounter Matrix | Advanced Foundry Topics
Any of my comments not posted in orange are based on my own personal opinion and not official.
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The authors are happy to help Cryptic out.. whatever they need.
"...I grab my wiener and charge!" - ironzerg79
Hell, I'd sign an NDA and work on the source myself for free and submit fixes and patch notes even.
Encounter Matrix | Advanced Foundry Topics