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adamantium1adamantium1 Member Posts: 0 Arc User
edited October 2012 in General Discussion (PC)
Will it be possible to place 3 triggers, in three separate rooms, which have to be triggered at the same time. Thus only a group of 3 or more could continue.

Will we be able to build multilevel dungeons with spiraling staircases or ladders?

Will we be able to make a dungeon difficult enough that a full group is necessary?

Will we be able to put all sorts of traps in our creations including pit falls where a rope and a member not in the pit would be required? Of course a spell might be usefull to such as spider climb or flight?

If a party fails can a event occur. An obvious event would be the adventures find themselves in a cell and they notice a small secret door in the back of the cell where could it go?

If the party retreats out of the dungeon to heal up and come back can i have an event trigger where barricades are inplace with defenders behind them and make shift traps and a dungeon on alert?
Post edited by adamantium1 on
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  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2012
    Will it be possible to place 3 triggers, in three separate rooms, which have to be triggered at the same time. Thus only a group of 3 or more could continue.

    Will we be able to build multilevel dungeons with spiraling staircases or ladders?

    Will we be able to make a dungeon difficult enough that a full group is necessary?

    Will we be able to put all sorts of traps in our creations including pit falls where a rope and a member not in the pit would be required? Of course a spell might be usefull to such as spider climb or flight?

    If a party fails can a event occur. An obvious event would be the adventures find themselves in a cell and they notice a small secret door in the back of the cell where could it go?

    If the party retreats out of the dungeon to heal up and come back can i have an event trigger where barricades are inplace with defenders behind them and make shift traps and a dungeon on alert?

    I know teleporters can replicate stairs, know devs have used missions in STO where you have to have x people on pressure plates at once so it's technically possible but don't know if it's user supported or not, know we have traps but am not sure if we can use "rope" to divert it, maybe as a "quest item" perhaps?

    But DO know that unless it's in the same mod, one event can't affect the outcome of another (in another module that is.) Whether this can work in-mod or not is uncertain. I think we can trigger objects but it hasn't been told if we can have event trees literally or not.

    Oh, and instances reset when left alone by a group after a while but don't remember that time. I don't know if we can use setups if the user "aborts" or not as that never has publicly been discussed before. But can we do events if they leave and come back is a good question!
    [SIGPIC][/SIGPIC]
  • subway7850subway7850 Member Posts: 0 Arc User
    edited October 2012
    I dont think you will be able to create group missions... its sad, if you could STO would have a lot more STF's.
  • stormdrag0nstormdrag0n Member Posts: 3,222 Arc User
    edited October 2012
    I know teleporters can replicate stairs, know devs have used missions in STO where you have to have x people on pressure plates at once so it's technically possible but don't know if it's user supported or not, know we have traps but am not sure if we can use "rope" to divert it, maybe as a "quest item" perhaps?

    But DO know that unless it's in the same mod, one event can't affect the outcome of another (in another module that is.) Whether this can work in-mod or not is uncertain. I think we can trigger objects but it hasn't been told if we can have event trees literally or not.

    Oh, and instances reset when left alone by a group after a while but don't remember that time. I don't know if we can use setups if the user "aborts" or not as that never has publicly been discussed before. But can we do events if they leave and come back is a good question!

    Yeah I saw that they had ladders leading down tiles..I just hope they have ladders leading up plus stairwell (both straight, curved up and down) tiles as well, and hopefully we can either add triggers to them or use the add a door anywhere feature.

    So many unknowns b:sad
    Always Looking for mature laidback players/rpers for Dungeon Delves!
  • adamantium1adamantium1 Member Posts: 0 Arc User
    edited October 2012
    The events would occur within the same module. for example Group A successfully finished the module with no hickups. The module plays normally. Group B was defeated and when they wake up they find there wounds bandaged and are in a dark cell and one party member notices a small secret door which is big enough to crawl through. Group C entered the module and fell back out of the dungeon but still within the module to rest up. Then re-enter the dungeon to find make shift barricades defended by the dungeon inhabitent along with make shift traps in locations which were free of traps before.

    This is very important in every groups story. Group A, B and C story differed but they all could have succesfully finished the module. It is also possible that B and C ultimately fail.

    The events within the module is an abreviated scenario within most modules i have made in the pen and paper games over the years. Hopefully it can be more complex ie dependent how far the adventurers got before they retreated to rest up the barricades and amount of defenders would vary. Forexample if the adventures got to point Z, X or Y when they re-enter the defences within the module would differ.
  • macabrivsmacabrivs Member, Neverwinter Beta Users Posts: 417 Bounty Hunter
    edited October 2012
    Will we be able to make a dungeon difficult enough that a full group is necessary?

    I rly hope so or i will losse all my interese in foundry mission because i will most probably play neverwinter with my irl friends group.
  • mokahmokah Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited October 2012
    As far as I knew, NWO encounters were something that you could not edit directly because they scale according to how many players there are.

    This would make the UGC requiring a group to complete, impossible. The UGC would simply scale all the encounters for the single player.
    Mokah - The Grumpy Strumpet
    [SIGPIC][/SIGPIC]
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited October 2012
    mokah wrote: »
    As far as I knew, NWO encounters were something that you could not edit directly because they scale according to how many players there are.

    This would make the UGC requiring a group to complete, impossible. The UGC would simply scale all the encounters for the single player.

    You have just a slight misunderstanding there.
    You can control how many and which kind of monsters are in your creations.
    However you can't set their abilities or stats manually. There's a difficulty scale on each encounter which ranges from easy to elite (or some similar wording) which automatically assigns stats and abilities based on the player's level.

    As to the actual original questions I am afraid most of them simply have no answer at this time although I am expecting that Cryptic will do their best to give such capabilities to UGC.
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited October 2012
    You have just a slight misunderstanding there.
    You can control how many and which kind of monsters are in your creations.
    However you can't set their abilities or stats manually. There's a difficulty scale on each encounter which ranges from easy to elite (or some similar wording) which automatically assigns stats and abilities based on the player's level.

    As to the actual original questions I am afraid most of them simply have no answer at this time although I am expecting that Cryptic will do their best to give such capabilities to UGC.
    Which means that unless they change what they've said about everything scaling, you can't make dungeons difficult enough to require a full group, because things automatically get scaled. If you make a dungeon that's difficult for a solo player, it will be just as difficult for a group (presuming Cryptic does their job with scaling).

    Really the only way you can make group required content is to have "must have someone standing in each of these five spots" at the beginning of the mod. That's going to grow old fast when it comes to rp immersion.
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited October 2012
    Which means that unless they change what they've said about everything scaling, you can't make dungeons difficult enough to require a full group, ...
    You are misunderstanding the importance of groups. A group is used to cover the weakness of other party members. A complete group - a leader, controller, striker and defender - is going to be better than any solo (say striker).

    Dungeon difficulty scaling will mean you have a solo striker which is equal to five strikers for comparison. And thus L+C+S+D+(S or D) will be better than Sx5 for any decent difficulty dungeon.

    Even actual Sx5 would be better than solo S. This is because even strikers have some powers which are C or D. Thus one of the S can take the role of C while other S can switch to D(though a poor player in that role compared to pure one because of it being secondary role).

    Hence good and balanced groups would make dungeons easy.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited October 2012
    On the same topic, I abhor an MMO that's developed for solo play.
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited October 2012
    gillrmn wrote: »
    You are misunderstanding the importance of groups. A group is used to cover the weakness of other party members. A complete group - a leader, controller, striker and defender - is going to be better than any solo (say striker).
    It simply doesn't matter if a full party covers all the bases, because scaling the encounter makes an "easy" encounter easy if it's a full party or a solo player. The videos that talk about it talk about things like adding or eliminating enemy casters, adjusting hp and such to make an encounter the difficulty the builder sets it to.

    If they do it right, they will limit scaling. But in the videos where they talk about level 1's taking on drow... don't give me hope.
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited October 2012
    Well we don't have much information at this time but just because they scale things automatically doesn't necessarily mean your fears will come true.

    Logically speaking an "easy" group of Drow should still be harder than a group of goblins.
    Just like an "easy" dragon would, in theory, be harder than a group of drow.
    And I haven't heard anything about players being able to scale creature HP but I would love to see such a feature added if it hasn't been already.

    Of course, at this time, I'm still speaking based on my opinion with absolutely no evidence but I would hope they consider actual monster difficulty to be built into the scale.
    To a point we do have to trust that the UGC developers will consider quality while developing content and take into account that while slaying dragons at level one may sound awesome it really isn't.

    It's a fear I share myself but at the same time there's nothing stopping players from creating that content in NWN/NWN2 yet we don't find much of it. Let's hope the good content is wide-spread and the bad content ends up at the bottom of the scrap pile just as we find in NWN.
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited October 2012
    One thing to keep in mind is, that though there is a way to scale mosters in instances, it cannot be done in open world.

    In foundry instances, the monsters will be scaled according to player difficulty. Thus a dragon, while do-able by lvl 1 if included in foundry, will still be the same as any other elite boss. Lower level would probably contain drakes.

    Also there is the mirage option as Andy told. Thus we should expect low-level dragon encounters in foundry, but not in official missions.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited October 2012
    The youtube video where Andy talks about the foundry, here
    http://www.youtube.com/watch?v=7pn7iU4EwTc

    answers a lot of the questions being asked here.
    Yes, you can make a level 1 melee encounter that is "scaled" as an "easy melee" encounter, but "costumed" as a dragon, or a group of drow. It will still reward XP and (from the looks of it, randomized loot) for an "easy melee" level 1 encounter.
    Doesn't sound like fun? Don't expect to get good ratings as a dungeon author from it. And since donations can be made to DMs, and the developers are talking about a substantial reward system for authoring well received adventures, I would shy away from creating silly content like the level 1 easy melee dragon encounter.
    Nonetheless, it provides the opportunity for more interesting things, as Andy said, such as a wizard creating the illusion of a dragon. The players run in, get all their best abilities ready, and accidentally waste them on a level 1 easy melee encounter, thinking it was a dragon!
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2012
    Even with scaling, with the right level of difficulty monster encouunter types (hard) and multiple ones in one area triggering at once (even if just a bunch of elite solos) I feel that it can be so that it could be made too difficult to solo and the group will be meeded for fortification. That's my guess on it.
    [SIGPIC][/SIGPIC]
  • aavariusaavarius Member, Neverwinter Beta Users, Silverstars Posts: 0 Arc User
    edited October 2012
    Even with scaling, with the right level of difficulty monster encouunter types (hard) and multiple ones in one area triggering at once (even if just a bunch of elite solos) I feel that it can be so that it could be made too difficult to solo and the group will be meeded for fortification. That's my guess on it.
    That's basically how it works in the STO foundry. You have to use a little sleight of hand. If I want to make combat area harder for solo players (or even impossible) I just drop in more mobs, which will increase the difficulty of the fight by attrition. I can't control the level/stats of the critters (which scale automatically), but I can certainly control how many appear. It isn't, however, a foolproof method. It's difficult to do this in such a way that whatever spawns will be as challenging for low level groups as it will be for high level groups, so some playtesting is recommended.
  • adamantium1adamantium1 Member Posts: 0 Arc User
    edited October 2012
    ranncore wrote: »
    The youtube video where Andy talks about the foundry, here
    http://www.youtube.com/watch?v=7pn7iU4EwTc

    answers a lot of the questions being asked here.
    Yes, you can make a level 1 melee encounter that is "scaled" as an "easy melee" encounter, but "costumed" as a dragon, or a group of drow. It will still reward XP and (from the looks of it, randomized loot) for an "easy melee" level 1 encounter.
    Doesn't sound like fun? Don't expect to get good ratings as a dungeon author from it. And since donations can be made to DMs, and the developers are talking about a substantial reward system for authoring well received adventures, I would shy away from creating silly content like the level 1 easy melee dragon encounter.
    Nonetheless, it provides the opportunity for more interesting things, as Andy said, such as a wizard creating the illusion of a dragon. The players run in, get all their best abilities ready, and accidentally waste them on a level 1 easy melee encounter, thinking it was a dragon!

    Its doesn't answer any of my questions!

    In D&D 4th edition its quite easy to populate your modules with level appropriate monsters. Making it an easy, average or difficult encounter appropriate for the level. I am not a fan of making a high level monster into a easy level one encounter. I can not believe Wizards of the coast would sign off on this abomination?
  • subway7850subway7850 Member Posts: 0 Arc User
    edited October 2012
    Its doesn't answer any of my questions!

    In D&D 4th edition its quite easy to populate your modules with level appropriate monsters. Making it an easy, average or difficult encounter appropriate for the level. I am not a fan of making a high level monster into a easy level one encounter. I can not believe Wizards of the coast would sign off on this abomination?

    there hare ways in the foundry, atleast in STO, to make a mob look like another mob.
    So you can make the player think he fights a mice when he infact is fighting a Orc, for example..

    And the missions will always scale to the players level as far as I know.
  • adamantium1adamantium1 Member Posts: 0 Arc User
    edited October 2012
    subway7850 wrote: »
    there hare ways in the foundry, atleast in STO, to make a mob look like another mob.
    So you can make the player think he fights a mice when he infact is fighting a Orc, for example..

    And the missions will always scale to the players level as far as I know.

    I certainly hope not! If i create a level 10 appropriate dungeon i certainly do not want level 1 adventurers in it!

    This brings up another question if i make a series adventures which tie into each other i certainly want them to have played the previous modules leading up too it otherwise whats the point in telling a story.
  • mokahmokah Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited October 2012
    I would be much more satisfied with the idea of lvl restricting UGC instead of the milk toast "everyone is a winner" strategy of auto-scaling everything for any player that picks up the quest.

    As a designer and a writer, if I'm creating a story that revolves around dragons, a lvl player should not be able to complete it. The adventure is designed for a higher level hero. Auto-scaling is just a console gamer move, and not really what DnD has ever been about. Encounter levels are set, by the module author and the DM.

    Why can't the Foundry just set the lvl of the UGC based on what encounters the author chooses. If I slap dragon encounters in my dungeon, then the UGC lvl goes up.

    As a player, I would actually appreciate and look forward to playing UGC that was out of my lvl later on. It's called progression.
    Mokah - The Grumpy Strumpet
    [SIGPIC][/SIGPIC]
  • subway7850subway7850 Member Posts: 0 Arc User
    edited October 2012
    mokah wrote: »
    I would be much more satisfied with the idea of lvl restricting UGC instead of the milk toast "everyone is a winner" strategy of auto-scaling everything for any player that picks up the quest.

    As a designer and a writer, if I'm creating a story that revolves around dragons, a lvl player should not be able to complete it. The adventure is designed for a higher level hero. Auto-scaling is just a console gamer move, and not really what DnD has ever been about. Encounter levels are set, by the module author and the DM.

    Why can't the Foundry just set the lvl of the UGC based on what encounters the author chooses. If I slap dragon encounters in my dungeon, then the UGC lvl goes up.

    As a player, I would actually appreciate and look forward to playing UGC that was out of my lvl later on. It's called progression.

    kk, look at it this way, there will be content created by cryptic that we do to level to cap, in order to get equipment and such.
    Foundry missions is what you do when you get to cap and there is not anymore to do.
    Leveling by doing foundry missions in my opinion is a waist of time, atleast in STO.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited October 2012
    From what I understood of the video, the missions do NOT scale to player level - the level of the encounter would be set by the player creating the mission.
    Yes, you could make a level 1 melee dragon encounter. Would people like it? No. Would you get good ratings and be recognized as a good author or DM? Absolutely not.
    Can you use the Foundry to make a level 1 dragon encounter, designed to swindle level 16 players into using their resources right before the level 20 evil wizard bursts into the room sending spells flying? Yes.
    The option to create terrible content and great content is provided by the same tools. It's up to the players to RATE the content. Terrible authors who provide silly content that misuses the tools provided to them by the Foundry will, hopefully, be met with low ratings and community backlash. The system also provides incentives to make GOOD content that players love, and a donation system to reward awesome DMs!
  • zorbanezorbane Member Posts: 0 Arc User
    edited October 2012
    I don't know about Neverwinter but in STO the types of enemies you put in your mission sets the level requirement.

    Klingons are part of the early game so if you only have Klingons there will be no level requirement However the Borg only show up late game so if there's Borg (even if its just one NPC group out of 20) the level requirement becomes 41+.
    [SIGPIC][/SIGPIC]
    Check out my Foundry missions:
    Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
    Untitled Series - Duritanium Man - The Improbable Bulk - [WIP] Commander Rihan
  • mokahmokah Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited October 2012
    zorbane wrote: »
    I don't know about Neverwinter but in STO the types of enemies you put in your mission sets the level requirement.

    Klingons are part of the early game so if you only have Klingons there will be no level requirement However the Borg only show up late game so if there's Borg (even if its just one NPC group out of 20) the level requirement becomes 41+.

    great...lets hope NWO follows this design.
    Mokah - The Grumpy Strumpet
    [SIGPIC][/SIGPIC]
  • adamantium1adamantium1 Member Posts: 0 Arc User
    edited October 2012
    subway7850 wrote: »
    kk, look at it this way, there will be content created by cryptic that we do to level to cap, in order to get equipment and such.
    Foundry missions is what you do when you get to cap and there is not anymore to do.
    Leveling by doing foundry missions in my opinion is a waist of time, atleast in STO.

    What are you talking about my first character will do the content created by cryptic but after that i plan to level characters by foundry only. I also plan to create content for like minded players.

    You can only do the same content so many times until it gets old. What will make or break neverwinter online is the foundry. How accessible will it be? How complex will it be? How much can we do with it?
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited October 2012
    Just something very important to note is that while encounters will scale to level you can (and should) put level boundaries on missions.

    Obviously a dragon is a general NOOOOOO for a level one character. Good designers will put appropriate level requirements on dungeons/quests which include dragons.
    Alternately you can also put caps so that max level characters won't go into a dungeon which has only a handful of goblins.


    The scaling feature is something which is there to make sure that:
    1-Players don't break content by making it either too easy or hard
    2-To make content available for as many or as few players as they want.

    While some of you are seeing this as a limitation I see this as a great way to solve the biggest issues with NWN's balancing.
    Content will be able to be timeless. In NWN devs had to plan each dungeon specifically for a level audience and that is completely thrown out the window. Now all devs only have to consider what level audience will be interested in their content and set appropriate boundaries.
    Of course if you want a hard dungeon you can throw more monsters in it and use the adjustable scale.

    I understand the fears that players will make stupidly easy dungeons and put dragons in level one content...
    But just how many trolls could possibly make that type of content?

    I am not a fan of making a high level monster into a easy level one encounter. I can not believe Wizards of the coast would sign off on this abomination?
    Simply put, Wizards of the Coast signed off on the freedom to tell your story. There are possible uses to putting high level content for low level players to face but this relies on the maturity of the developer.
    Honestly it's nothing a PnP DM can't do.
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited October 2012
    How accessible will it be? How complex will it be? How much can we do with it?

    They've tried to dumb it down a lot from the NWN Toolset. You will need little to not (likely no) scripting knowledge in order to create anything. Things are very simply drag and drop.
    Other than what you see in the Foundry Videos we know nothing else so the true limitations and capabilities won't be known until a later date.

    I know you want answers, but like the rest of us I'm afraid those answers will have to wait until more information is released.
  • zorbanezorbane Member Posts: 0 Arc User
    edited October 2012
    I want to point something things out

    First of all, you do not set the monster's levels. You set the difficulty of the monster group. The level itself will be based on the player(s) doing the quest. In the exterior map editor screenshot you can see that the Drow group selected is called Drow - Melee - Hard Difficulty 2. There will be a Drow - Melee - Easy Difficulty and (I'm guessing the name) a Drow - Melee - Normal Difficulty

    This means all players would have an equal experience when playing a mission regardless of level (gear is another story).

    So your example of a goblin roflstomp wouldn't be possible. The goblins would end up scaling to the maxed level player and provide a similar experience.

    Also in STO there's no level cap, just a minimum requirement. The minimum requirement stuff I covered a few posts ago.

    This is all based on my experience in STO and not Neverwinter but we can expect the systems to be similar.
    [SIGPIC][/SIGPIC]
    Check out my Foundry missions:
    Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
    Untitled Series - Duritanium Man - The Improbable Bulk - [WIP] Commander Rihan
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited October 2012
    ...

    You can only do the same content so many times until it gets old. What will make or break neverwinter online is the foundry. How accessible will it be? How complex will it be? How much can we do with it?

    I have a feeling that it would have many new popular features which were requested for STO foundry but never included. Once those features are released here, they would be imported to STO foundry over time.

    I also believe it will be as accessible as game with similar slots for missions like there are slots for character. Also devs have assured that it is designed in such a way that a foundry developer can start foundry missions without ever playing the game itself.

    Regarding complexity, I believe that it will be quite complex with many re-fabs to make it easy for users. Hence someone who is not interested in keeping every object in room like chair table plate etc., can just place random objects from prefab by click of a button.

    Regarding how much can we do - I believe it will certainly be more than STO and would at least be able to imitate PnP style storytelling with DM voice/textbox cool graphic effects with triggers and traps. I am confident that they will make it so that anyone with passion is able to at least recreate official missions from scratch. Rest is all limited by imagination.
  • adamantium1adamantium1 Member Posts: 0 Arc User
    edited October 2012
    I truely hope so Gillrmn because you can only do 40 hours of content so many times until it gets old.
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