Look for a monster thats place able solo like the Ogre Savage in the Orc packages. Change the costume and rename. Bam, boss monster. Best I've seen to do anyways.
Currently there are no bosses available in the foundry. What I have been doing is just adding a decently hard mob and giving it another costume to give the effect of a boss.
@Leaddore Foundry Quest: The Kidnapped Kid NW-DTOHA9OIB
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
edited May 2013
No. Cryptic has not allowed bosses in Foundry.
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psych0zerMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
thx for helping mates! Also, check my foundry campain called The Bronze Order (it must appear with today's refresh )
thx for helping mates! Also, check my foundry campain called The Bronze Order (it must appear with today's refresh )
The Foundry search tools are all messed up. Just provide us with shortcode (NW-XXXXXXXXX thingy - the only 100% sure way to find a quest (campaigns starts with NWS-...) ) with which we can find it.
boydzinjMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
You can only add encounters. I suggest adding a "HARD" encounter that resembles your boss. Remember you can customize each encounter's looks and appearance. You can not change an encounters hit points, strength, abilities, weapons, types of attacks, spells, spell looks, or what loot it does or does not drop (other than quest items that are junk and non sell-able).
To be a good foundry creator you need to be able to use the art of subterfuge and use sleight of hand to trick the player into believing one thing - but playing within the rules of the game. Do you need a boss who is a close range fighter and uses daggers? Try using the "hard encounter" with a werewolf. The added minions you can call them guards. Do not forget you can dress them up and color them up. Make that werewolf look like a tough seasoned knight with plate armor. Make those little wolves into squires with cloth. ETC. I posted this in another thread....
The foundry is all about the art of subterfuge. There maybe no dragons - but reskin a "Hard" encounter of fire elementals into dragonlings and call them "Dragons." Who are we not to say they are not really dragons? I played a foundry mission fighting fire sludge. They were really not fire sludges, but encounters that were re-skinned as something that looked like fire sludges adn called fire sludge. I made a foundry quest where I wanted a drow control wizard. There was no drow control wizard encounter. As a result, I found an encounter which simulated a CC aspect of a control wizard and re-skinned it as a drow that had wizard clothing.
You want to talk to a NPC and then have that NPC attack you? You can not technically do that. However, using a sleight of hand and some subterfuge you can make the player believe that is what is happening. How do you do that... you set (in the story tab) a dialogue option to talk to this NPC and after it is completed you have the NPC disappear while at another time you have an encounter appear when the same dialogue has been completed. This encounter is skinned and nammed as the exact same thing as the NPC that the player just talked to.
To the player it seemed that they were able to talk to a NPC and then that same NPC (after they talked) attacked them. In reality they talked to 1 NPC and it despawned (disappeared) and a new one spawned as an encounter. Does it matter exactly? As long as the player believes the story and the events - then ... that is what really matters. Yes, the foundry needs more features - i would love to put cutscenes and the ability to tweak it more. However, we work with what we have.
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mrbloodybartucMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 27Arc User
edited May 2013
I just wish there were "hard" encounters. At level 25 I was able to take on 4 "hard" packs at once, with traps on the ground and only a level 15 CW n my side. There absolutely needs to be an option to tweak the stats on packs and singles.
I just wish there were "hard" encounters. At level 25 I was able to take on 4 "hard" packs at once, with traps on the ground and only a level 15 CW n my side. There absolutely needs to be an option to tweak the stats on packs and singles.
The problem with this is... mobs and encounters gain level with the player. However, their difficulity does not. Like players, some mobs and some encounters gain special abilities , attacks, and spells at specific levels. I use this encounter often as an example, the Mind Flayer "HARD" is very easy at lower levels. However, at about level 30+ they gain access to some powerful attacks. By level 40, they can stun lock ye, cast a powerful AOE spell that can do about 2 or 3K damage (probably much less on guardians). As a result, when you stack them at level 40+ ye can die before you can even use a potion. If ye are stun locked and frozen you can not even use a potion. Yet this same encounter is a joke and easy at under level 30. So you can probably stack 4 of them together and not even worry. However, the same encounter is nearly impossible when stacked at level 40... and some classes have trouble with a single "HARD" encounter at level 60.
I just wish there were "hard" encounters. At level 25 I was able to take on 4 "hard" packs at once, with traps on the ground and only a level 15 CW n my side. There absolutely needs to be an option to tweak the stats on packs and singles.
I agree being able to tweak the stats and abilities used by encounters is really needed (ala Aurora toolset) for us to create extremely unique and memorable fights.
The above scenario you described becomes much different when done solo as opposed to a duo. Even if the CW was 10 levels lower than the content generated, the amount of CC and damage that CW brought is more than likely what made the whole encounter trivial. I have found running around as a TR with a healer companion makes most content easy. Even "hard" single encounters mixed with "hard" packs become just a matter avoiding the red areas and taking out the underlings first. I wish there was some way we could disable companions from entering into foundry quest as an author.
As it is, you end up running into a conundrum when creating a quest. Do you design it for a truly solo player without a companion or assume everyone is using some type of companion. If the later you can run into the situation where a truly solo player might not be able to defeat the encounters without extreme difficulty. If the former the fights themselves are too easy. It is a fine line we as authors have to walk.
Removing the Grey Mask NW-DJ56XFK6G My first installment in the Rise of Shadovar Campaign.
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shadowmokaMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
Ahh. This thread beat me to it. I was just about to make a thread like this. I really really hope we get bosses soon. I guess it's to avoid the boss farms from City of Heroes. But if you need help leveling in Neverwinter Online you're pretty pathetic >_>.
One way you can have a 'boss' from a thematic, but not gameplay, standpoint is have the story involve an NPC weakening the boss or enhancing the player(s)... so when you face the lord of evil and he's about as tough as an ogre, there's a STORY reason why you spank him fast.
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Comments
You can "imitate" boss encounter with elite mob. Just find HARD encounter with only 1 creep in group. If you need then rename it and change costume.
NW-DGYDZ7EAL - Khelgar's Treasure Cave
NW-DTULANXJC - Khelgar's Hideout
Thread with suggestions for Foundry
/10 characters required to post.
The Foundry search tools are all messed up. Just provide us with shortcode (NW-XXXXXXXXX thingy - the only 100% sure way to find a quest (campaigns starts with NWS-...) ) with which we can find it.
NW-DGYDZ7EAL - Khelgar's Treasure Cave
NW-DTULANXJC - Khelgar's Hideout
Thread with suggestions for Foundry
To be a good foundry creator you need to be able to use the art of subterfuge and use sleight of hand to trick the player into believing one thing - but playing within the rules of the game. Do you need a boss who is a close range fighter and uses daggers? Try using the "hard encounter" with a werewolf. The added minions you can call them guards. Do not forget you can dress them up and color them up. Make that werewolf look like a tough seasoned knight with plate armor. Make those little wolves into squires with cloth. ETC. I posted this in another thread....
The foundry is all about the art of subterfuge. There maybe no dragons - but reskin a "Hard" encounter of fire elementals into dragonlings and call them "Dragons." Who are we not to say they are not really dragons? I played a foundry mission fighting fire sludge. They were really not fire sludges, but encounters that were re-skinned as something that looked like fire sludges adn called fire sludge. I made a foundry quest where I wanted a drow control wizard. There was no drow control wizard encounter. As a result, I found an encounter which simulated a CC aspect of a control wizard and re-skinned it as a drow that had wizard clothing.
You want to talk to a NPC and then have that NPC attack you? You can not technically do that. However, using a sleight of hand and some subterfuge you can make the player believe that is what is happening. How do you do that... you set (in the story tab) a dialogue option to talk to this NPC and after it is completed you have the NPC disappear while at another time you have an encounter appear when the same dialogue has been completed. This encounter is skinned and nammed as the exact same thing as the NPC that the player just talked to.
To the player it seemed that they were able to talk to a NPC and then that same NPC (after they talked) attacked them. In reality they talked to 1 NPC and it despawned (disappeared) and a new one spawned as an encounter. Does it matter exactly? As long as the player believes the story and the events - then ... that is what really matters. Yes, the foundry needs more features - i would love to put cutscenes and the ability to tweak it more. However, we work with what we have.
The problem with this is... mobs and encounters gain level with the player. However, their difficulity does not. Like players, some mobs and some encounters gain special abilities , attacks, and spells at specific levels. I use this encounter often as an example, the Mind Flayer "HARD" is very easy at lower levels. However, at about level 30+ they gain access to some powerful attacks. By level 40, they can stun lock ye, cast a powerful AOE spell that can do about 2 or 3K damage (probably much less on guardians). As a result, when you stack them at level 40+ ye can die before you can even use a potion. If ye are stun locked and frozen you can not even use a potion. Yet this same encounter is a joke and easy at under level 30. So you can probably stack 4 of them together and not even worry. However, the same encounter is nearly impossible when stacked at level 40... and some classes have trouble with a single "HARD" encounter at level 60.
The above scenario you described becomes much different when done solo as opposed to a duo. Even if the CW was 10 levels lower than the content generated, the amount of CC and damage that CW brought is more than likely what made the whole encounter trivial. I have found running around as a TR with a healer companion makes most content easy. Even "hard" single encounters mixed with "hard" packs become just a matter avoiding the red areas and taking out the underlings first. I wish there was some way we could disable companions from entering into foundry quest as an author.
As it is, you end up running into a conundrum when creating a quest. Do you design it for a truly solo player without a companion or assume everyone is using some type of companion. If the later you can run into the situation where a truly solo player might not be able to defeat the encounters without extreme difficulty. If the former the fights themselves are too easy. It is a fine line we as authors have to walk.
NW-DJ56XFK6G
My first installment in the Rise of Shadovar Campaign.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?