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Custom worlds beyond dungeons

t1abba1tt1abba1t Member Posts: 3 Arc User
edited September 2012 in General Discussion (PC)
Hey folks,

I was wondering if we'd be able to create our own custom worlds like in the original Never winter Nights. Does anyone have any info on this? Being able to create our own dungeons through the foundry looks fun but I can imagine it becoming boring rather quickly..

I can only hope we'll be able to create our own worlds independent of the MMO.
Post edited by t1abba1t on

Comments

  • bloodgambitbloodgambit Member Posts: 82 Arc User
    edited September 2012
    I can't say for absolutely sure, but I'm fairly certain the answer is a big, fat, resounding no.

    This is an MMO. This is not NWN or NWN2, or even NWN3.

    While the idea might be interesting, it would take the focus away from the main game, and in general isn't the POINT of the game.


    Edit: I realize this may sound hostile, but it was not intended to be. I meant no offense.
    ____________________________________________

    @Maekada in-game

    Formerly MaekadaFolay on the forums.
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited September 2012
    t1abba1t wrote: »
    Hey folks,

    I was wondering if we'd be able to create our own custom worlds like in the original Never winter Nights. Does anyone have any info on this? Being able to create our own dungeons through the foundry looks fun but I can imagine it becoming boring rather quickly..

    I can only hope we'll be able to create our own worlds independent of the MMO.
    They've said no, repeatedly. This is not Neverwinter Nights.
  • macabrivsmacabrivs Member, Neverwinter Beta Users Posts: 417 Bounty Hunter
    edited September 2012
    t1abba1t wrote: »
    Hey folks,

    I was wondering if we'd be able to create our own custom worlds like in the original Never winter Nights. Does anyone have any info on this? Being able to create our own dungeons through the foundry looks fun but I can imagine it becoming boring rather quickly..

    I can only hope we'll be able to create our own worlds independent of the MMO.

    Yeah, u cant have ur presistent worlds like nevewinter nights, keep in mind this is a MMORPG unlike NWN 1&2.

    All the content u create will be part of the world where u can integrate in away that people cant even distinguish between cryptic quests and foundry quests. (at least is what cryptic is trying to archive)

    U will be able to link quest to make huge campaigns, a very complex dialog options, hide dialog options till u got the item u need to the next quest, make puzzles with dialogs and much much more, all we got was a demo yet. U will also be able to build indoor and outdoor maps which will give u freedom to make almost whatever u want to do.

    Dont be disapointed with this, check the foundry videos and u will see how powerfull the tools are and how easy is to use, and all those videoes are just a VERY SMALL DEMO, now imagine how huge this will be :)

    We are also trying to get new info about the foundry in this topic Some foundry questions, make sure u visit and add ur own questions :)
  • sirsitsalotsirsitsalot Member Posts: 0 Arc User
    edited September 2012
    In theory it could be done, but it would require some extensions to the core mechanics which I doubt would be realistic for launch.

    In order to allow persistant worlds, what would be required is the ability for a player to create hub zones that contain Foundry Doors within them, For the integrity of the core game and its campaign, this would require creation of a character specific to that world that cannot be used with the official world or any other persistant world.

    This way, if I am the DM of a persistant world and I want to make it super easy for my players to level, I could set it up so the rules for advancement are less strict than in the core game. This character would not be transferable from this world to any other world, so the only balance it would threaten is the balance of my own persistant world.

    Isolation is the key.

    In Neverwinter Nights, if we wanted to take a character created for someone's persistant world that permitted local storage of character data and play him in the official campaign or in someone else's PW that also allowed use of local characters, then any items or equipment that were not defined in the database for the official campaign or someone else's PW were stripped from the character, allowing access to only items that were common between them.

    But the need to isolate the characters themselves to a given PW would exist to prevent potential leveling exploits.

    So yes... in THEORY, it is possible for the Foundry to allow for the creation of persistant worlds, but not without changes to the core mechanics to allow for it. It may also require some sort of recurring fee to maintain it, as it would HAVE to be maintained on the Cryptic/PWE server. The way that could work is based on the number of hub maps, a certain amount of persistance points would be needed monthly. Persistance points could be a cash shop item and only usable for this purpose. However, Anyone could buy them and donate them to the persistant world. They would immediately go towards payment of the monthly hosting requirement. Anything paid over the requirement would remain in the pool. When the fee comes due, if not enough points were donated, then the PW owner would have to cover the remainder. The PW would lock until the balance is paid.

    If a solid community of players joins that persistant world and they donate the persistance points regularly, then in theory, a PW could sustain itself indefinitely.

    What price would I consider fair? 1000pp for the first hub, 500pp for each additional hub thereafter. There would be a direct 1:1 ratio between Zen and Persistance Points. A Tip Jar would be an item that the owner of the PW could place in the tavern. If he wants to shoulder the full burden of the hosting cost, he need not place the jar.

    Before anyone balks at this notion, need I remind you that the bigger NWN persistant worlds asked for donations ftom their communities? There was always an expense for maintaining a server. If a hard drive crashed or something, it was on the owner of the server to replace it if he wanted to keep it going.

    In this hypothetical case, Cryptic/PWE would be the server owner and if a person wants to maintain a persistant anternative to the core game hosted on their servers, it is only fair that Cryptic/PWE receive compensation. With donations from enough people handled as I describe, it can be sustained. It should be noted that the PW owner would not be able to withdraw pp from the pool. So there is no means of personal profit. The donated pp would simply serve as an offset to how much pp the owner himself must pay. When the deduction comes due, the game would deduct first from the pool and then leave a balance to be paid by the owner. A persistance pool could be added to indefinitely meaning that if his work is popular enough that enough people regularly donate, the owner need not pay a dime out of his own pocket, though that may not be the case at startup.

    Rules about copyright infringement would apply so that with with all persistant worlds, if anyone is found to be infringing on copyright of any other intitiy, that persistant world would be automatically deleted by Cryptic. The persistance point pool would re-issue all unused pp to the donors.
    I'm not really a John Galt,
    but I play one on the forums...
    :P
  • raelishraelish Member Posts: 0 Arc User
    edited September 2012
    closest i think you can do is gonna be outdoor dungeons which they did mention will be included.
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited September 2012
    Actually the answer is: at release no. In the future, possibly.

    We won't be able to see the same level of content as NWN but they have repeatedly stated that they want to give as much support as possible to persistant worlds.
    At first we will be limited to small instanced area's but ultimately in time we will hopefully see some persistant world support where players will be able to create and link content in a similar persistant fashion as Cryptic's content.

    It absolutely won't be around at launch but Crypticmapolis and I believe SS have both stated it's something they plan/hope to bring into the game in the future.

    I'll get citation on that later on when I have some time but the answer isn't "no." It's "not at this time." :-)
  • t1abba1tt1abba1t Member Posts: 3 Arc User
    edited September 2012
    Thanks for all the replies!
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited September 2012
    sirsitsalot,

    That's an excellent post with a lot of valid points but that kind of system hopefully won't be needed with Cryptic's current plan.

    From what I gathered from various posts any persistant world support would basically be instanced persistant worlds. They are accessed through Cryptic's persistant area like any other quest except it would simply be another player created persistant area.

    Isolation really wouldn't be needed if proper systems are put into place for normal quests as content dev's would still not be given control over xp and loot.
    And according to one interview with Jack Emmert that if/when players could create/give out items they would then be isolated by simply removing the benefits after a player had left an area (the items and possibly xp gained [if any is even given])

    Again I'm afraid since I am at work I can't hunt down any sources but persistant worlds won't be like NWN. They will be hosted by Cryptic and still be limited as any other Foundry content is but it will allow players to opt to play in a perstistant world other than the Cryptic created one.
    It won't be a free reign NWN persistant world but will add the variety that fans of the original NWN series have come to know and love. I'll cite some sources later but personally I'm fine with this system. A system such as the one you describe would be great for player control but I prefer the free and easy to access content despite the limitations imposed by such standards.
    Granted they work like Cryptic and I hope they will.
  • catburger003catburger003 Member Posts: 0 Arc User
    edited September 2012
    I doubt it if this happens. This is a mmorpg, meaning it's online. If this is a single player then it would work considering there's alot of fans and modders around want to create their own.

    Also, don't confuse Neverwinter Nights and Neverwinter.
    If BioEA...oops sorry ,I meant Bioware. If Bioware was here this would be singleplayer and continue their point-and-click-and-spam-hotkeys kind of combat.
    [SIGPIC][/SIGPIC]
    I want to HAMSTER in Neverwinter, whenever I want, for as long as I want.
  • t1abba1tt1abba1t Member Posts: 3 Arc User
    edited September 2012
    I don't confuse the two. I'm just hoping that they have sufficient support for PW at some point.
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2012
    What has been said here answers the question so I'll recap what I know in summary.
    • No, you do not make your own server or PW. Youy MUST have your games from the NW Online Cryptic/PWE server, which is one shard, not multiple servers.
    • Yes, you can if you wish ONLY play User Generated Content or UGC from level 1 to cap.
    • Yes, you can chain missions together to have "campaigns."
    • Maybe, you will have in the future open world live missions instead of instanced UGC adventures (so far that for the Foundry is wish-listed.) For now, no, missions are separately loaded instances for up to five players.
    Hope that summary helps! My FAQ can answer this and other questions!
    [SIGPIC][/SIGPIC]
  • giggliatogiggliato Member Posts: 446 Arc User
    edited September 2012
    In a sense we are going to be able to customize the world. Through the manipulation of NPC's. A group of DM's could make a series of interconnected quests using a group of NPC's in one district of town for instance. Interconnected through dialog choices, it appears that the dialog editor is robust but just how robust is unknown, at least to me anyway.

    I'm just slightly worried that the focus is going to be on placing a room and adding a melee encounter or two.
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