Hi all I'm loving the idea of the foundry and am really excited to getting in and creating campaigns from the Neverwinter series. I had a few questions that if could be answered would be awesome. I understand that none of the tools in the foundry are being hindered for Authors however I was curious about the limitations on the tools.
1. will we be able to customize boss fights such as abilities they do at different percentages of life on the health bar? example at 25% health the boss gains fury and attacks 50% faster? this would make boss encounters truly unique to the UGC.
2. will we be able to put in randomly spawned bosses in the dungeons we create to keep the dungeon new and interesting?
3. will there be other armor sets that we can add to our generated dungeons at a low drop rate that a player can collect a full set upon playing it long enough?
Any info that can be shared would be great and keep it up Cryptic the game looks amazing so far! :cool:
[SIGPIC][/SIGPIC]
The Cragsteep Crypt - BETA Ravenloft Look for@Apocrs1980 or visit the main page here or Ravenloft here
1. No
2. I dont think we can put random bosses
3. they said they are looking in to it it will probably be pretty generic armour with just customised stat allocation if it happens though.
I haven't had the opportunity to play with the Foundry yet myself, but I've gone through a whole bunch of extended video tutorials for the Star Trek Online Foundry while waiting. The Neverwinter Foundry is built upon the same editor, but has been expanded. With that in mind, I'll try to answer your questions as best I can:
1. will we be able to customize boss fights such as abilities they do at different percentages of life on the health bar? example at 25% health the boss gains fury and attacks 50% faster? this would make boss encounters truly unique to the UGC.
No. You will not be able to customize monsters beyond their visual appearance. You can choose the type of monster and the general difficulty, as well as their placement on the map. That's about it though. You'll have to think outside the box for those unique boss encounters.
2. will we be able to put in randomly spawned bosses in the dungeons we create to keep the dungeon new and interesting?
No, with the caveat that you may be able to add some randomness through some pretty insane workarounds, and even then you'd have to set up every single boss in detail. It's not something you should consider until you get very comfortable with the editor, or unless Cryptic introduces a randomizer in the Neverwinter Foundry. As far as I know, there isn't one.
3. will there be other armor sets that we can add to our generated dungeons at a low drop rate that a player can collect a full set upon playing it long enough?
Not really. You have little control over loot. From the descriptions we've been given so far, your only control over loot is when it comes to the final chest in your quest. The idea is that you should be able to pick a certain item group (such as a helmet) for the loot, and give the generated item a custom name of your choosing. You won't be able to pick the specific item, customize it beyond the name, or adjust its stats. This is for balance reasons. Don't expect a workaround for this.
A little addition to my answer to your first question: I think it might be possible to do some simple tricks with multi-tier bosses. Again, I haven't tried the Foundry for myself, but I believe it should be possible to spawn an easy boss, then spawn a more powerful one once you defeat the first one, setting up the whole thing (with a dialogue bubble, for example) to make the player believe it's the same enemy in a stronger form.
There is little to no information to any of those questions.
1. will we be able to customize boss fights such as abilities they do at different percentages of life on the health bar? example at 25% health the boss gains fury and attacks 50% faster? this would make boss encounters truly unique to the UGC.
If you see how STO foundry works, it will be possible to make hostile enemy into NPC after killing it but not in between (i.e. only at 0%).
2. will we be able to put in randomly spawned bosses in the dungeons we create to keep the dungeon new and interesting?
There is no random element at all in STO foundry - except that you can ask the monsters to roam around randomly, but even there the limitation of distance applies.
3. will there be other armor sets that we can add to our generated dungeons at a low drop rate that a player can collect a full set upon playing it long enough?
Authors have no control over any loot or XP mechanics.
0
apocrs1980Member, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
edited February 2013
thanks for the insight guys, I hope that this would be looked at in the future I understand it does take a lot of coding and work to pull something like this off especially to make the content easy enough for anyone to use. A person can dream though right
[SIGPIC][/SIGPIC]
The Cragsteep Crypt - BETA Ravenloft Look for@Apocrs1980 or visit the main page here or Ravenloft here
The podcast with the devs they do mention (IIRC) that they are looking into allowing foundry user to have boss encounters and even the cut scenes like in the official game content. It's been a week or more since I listened to it but I am pretty sure they mentioned it.
There is a rumor floating around that I am working on a new foundry quest. It was started by me.
The podcast with the devs they do mention (IIRC) that they are looking into allowing foundry user to have boss encounters and even the cut scenes like in the official game content. It's been a week or more since I listened to it but I am pretty sure they mentioned it.
Cutscenes are very much a possibility already confirmed by devs on various occasions. The cryptic's game engine have a built in demo-recording tool. You can easily create cutscenes using that. Even if not at launch it is something that can be added pretty easily (or shared seperately and can be asked to run seperately even if not supported).
However changing monster statics is not possible according to the theme of foundry(due to exploiters)
Comments
2. I dont think we can put random bosses
3. they said they are looking in to it it will probably be pretty generic armour with just customised stat allocation if it happens though.
watch this vid http://www.youtube.com/watch?v=7pn7iU4EwTc for the best information we have so far.
No. You will not be able to customize monsters beyond their visual appearance. You can choose the type of monster and the general difficulty, as well as their placement on the map. That's about it though. You'll have to think outside the box for those unique boss encounters.
No, with the caveat that you may be able to add some randomness through some pretty insane workarounds, and even then you'd have to set up every single boss in detail. It's not something you should consider until you get very comfortable with the editor, or unless Cryptic introduces a randomizer in the Neverwinter Foundry. As far as I know, there isn't one.
Not really. You have little control over loot. From the descriptions we've been given so far, your only control over loot is when it comes to the final chest in your quest. The idea is that you should be able to pick a certain item group (such as a helmet) for the loot, and give the generated item a custom name of your choosing. You won't be able to pick the specific item, customize it beyond the name, or adjust its stats. This is for balance reasons. Don't expect a workaround for this.
If you see how STO foundry works, it will be possible to make hostile enemy into NPC after killing it but not in between (i.e. only at 0%).
There is no random element at all in STO foundry - except that you can ask the monsters to roam around randomly, but even there the limitation of distance applies.
Authors have no control over any loot or XP mechanics.
Ravenloft
Look for@Apocrs1980 or visit the main page here or Ravenloft here
However changing monster statics is not possible according to the theme of foundry(due to exploiters)