gleech115Member, Neverwinter Beta UsersPosts: 4Arc User
edited May 2013
Hello there everyone,
I'm not sure if anyone has mentioned this, but I was purely shocked not to see this on the list in the beginning...
My main concern with the Foundry is the lack of, (or if it IS possible and it's just really hidden, the hiding of) the ability to make friendly combatant NPCs. Say, have some kind of hero run into battle with you and fight along side you. Or have an army of soldiers fighting an army of whatever. This could be used for battle ground settings, or just having an ally combatant. Looking through the types of behavior I didn't see any way to have an NPC fight and also be friendly. It's really embarrassing having soldiers cower in fear when enemies run towards a castle they're laying siege to.
As a player who has come from City of Heroes' Architect Entertainment, these behaviors were a very easy and simple thing to do with a mission creator that was 10 times weaker than the power of the Foundry.
Also with this I'd like to see (And this might've been mentioned too -- I wasn't specifically looking for this when I was scrolling down the front page list) the ability to give an NPC a specific fighting style and weapons (catering towards that fighting style) from the NPC creator. That way implementing bosses or friendly NPCs could be easier. A difficulty level could also be added per NPC (For easier creation of bosses). The current system of replacing high leveled enemies in encounters with an NPC seems kind of flawed, outdated, and almost seems like it's not the official way of doing it.
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thesabotenderMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Both those things have been mentioned before, but its allways good to have more opinions on the matter, and see that more people are interested in it
One thing that has really annoyed me many times when Playing Foundry missions, is that when I finish the Quest, and open the chest, I accidently press one of the WASD keys and close the Review Popup.
Is there currently any way to reopen this? or do I really have to play through again?
My suggestion would be to add a Review button next to "Subscribe" in the Catalog, this button would only be visible if the player has finished the quest before (allready being checked as it now says "Accept(Again)") AND the player has NOT submitted a review previously.
I have some ideas that may help on some situations.
1) Instead of having 1 treasure chest, let us have up to 3 (or whatever the devs want) in a quest and make the % of quality drops change taking into account how many they are. For example if you put 1 chest it has 6% to get a blue item, but if you use the 3 each of them has 2%. This can be used to reward the player according his performance in the quest: if he accomplishes all the goals he gets the 3 chests, if he fails 1 he gets only 2, 1 or whatever. I know that "meta" players wont like this use, but "role" players or even "gamers" can find this "challenge" far more engaging.
2) Let the map maker put resource nodes in the maps. To make it balanced it should be 1 or 2 and randomized at the beginning of the quest. This can be used to reward exploring players.
3) Let the map maker have the power to instakill the player if he meets some kind of trigger. (i don't know if it can be done now, but it can make the levels or dialogues with powerfull beings far more dangerous)
4) Let the map makers check more actions/stats of the player: previous dialogues would be nice and other "stats" like race too
About bosses, I think its not only a matter of life and damage but the kind of skills/atacks too. Bosses skills should be personalized, for example: you make the monster/humanoid a "boss" (more life, damage and maybe select an IA) and then give him form a selection 2 "daily" atacks, 3 "encounters" and 1/2 "special" that you can select in which conditions is used (low life, CCd, left alone -for summoning-, whatever). That would be a nice way to make "unique" bosses.
1> give us the option to turn of the sparkling effect on doors, objectives etc. This way, we can make things truly hidden and make people explore.
2> Boss fights, we want them.
3> Dragons, Umberhulks, Gelatenous Cubes...all these classic monsters from the Monsterous manual, we really want them.
4> Allow us to place a limited number of treasure chests and resource nodes per map, in the same way you limit other items such as objects, details, effects, etc.
5> Switches and levers, we need them.
6> Allow us to fly while in 3D editing mode. It will make it easier to get to those, hard to reach places.
#1
Details
Festive items:
Presents, Pumkins, Decorations, etc... I don't want to see a big santa, just stuff similar to holidays that can still fit DnD. I want to make holiday events for my kids!
#2
Encounter
Costume
Sahuagin
Sea Devils
I know this is will probably not happen until they introduce them to game, but I want to make a port Llast mission and I'm not doing it till I have Sahuagin!
The ability to allow players to hire temporary companions that can be revived just for the duration of the mission, that we can also scale their hp/dmg to be good enough to survive during encounters in the Foundry mission. (ATM You can only use guards and they're really weak, can't scale them or even change the class of the guards you're adding. All you can do is change their costume)
I'm basically trying to add NPC party members that will fight along side you and won't stay dead. Which can't be done currently.
I would like to be able to transition to a new map and then transition back from that map to the map I was previously on while keeping everything persistent. As it stands now the best I could do would be to create a duplicate of the map so you get the illusion of going back and forth but even then there is no persistence. If you already killed mobs they would be back for example. I would like my players to be able to enter a building in a city explore and then exit the building back onto the previous map right where they left off back and forth as many times as they would like. Could solve many problems with this one solution.
Add a search feature
or
Make the list alphabetical
or
Make it sort by oldest to newest.
or
Add a new tab for my maps
With a purty prz and a cherry on top!
EDIT: OH! The ability to set a map as Private or Public. Some maps I don't want to share which makes me set traps for players that go into them killing them horribly.
*Note: While I don't mind killing people horribly it'd prevent a lot of complaints.
Scanned the list and there are a few things both on it and not that I would like to see;
Scale objects
While I understand keeping resources uniform and limiting, there should be an option to scale them down (up could cause blocky textures), a lot of cave resources and others would be great in smaller versions and make for a more dynamic environment as well as being able to use them in for ex. smaller caves in a map
Custom room creation
Right now you can build a custom room that is traversable outside the normal template rooms but because it's not defined as a room NPCs and Encounters are unable to use it (more or less everything else works). A simple floor tile option or the ability to define what is a room/what is floor would help make more custom maps. If you can save and reuse these resources even better as it would create more unique maps.
Action on patrol nodes
Making a patrol pattern with actions taken on each node would be great as you could make an actor go around a room searching for something or a cook that interacts with objects around the kitchen etc increasing the illusion of a living world
Own clusters
This goes toward creating your own workable tools, for ex. a dinner table with plates and all that you might reuse over and over again on different maps.
Projections that scale and apply better on objects
While the projection are good they don't scale up which as stated above is understandable why but they should have bigger max size and be able to project on textures instead of surfaces if possible, rocks for ex. (specially the bigger ones) work less then well with projections of moss because of this and it's a shame when creating dungeons.
And/Or objectives or Alternative
The standard And/Or request for quests but also, separated quests with having both a main quest and secondary ones, however there are alternatives to secondary quests + and/or quest lines
Quest path control
Give more control the the Author over where the quest line help "glitter" is pathing to by making a special object to control it's target location, this way the author can direct players to do alternative routes without actually affecting main quest line. An example to follow;
The player needs to open a door, that door could either be opened by a key or by picking the lock
-> Pick the lock requires Thief skill
-> Unlock requires key item in inventory
-> reward is the key
-> Remove interactable object and replace by actual locked door which opens with key
This gives the illusion of being able to pick the lock (it works, I've used this method)
problem is that getting the key don't have any glowing quest path but can only be informed by text when interacting with main object, if you instead could activate a glowing path to a specific NPC or area that hold the key you give the illusion of an AND/OR possible mission.
Quest "jumping"
Another alternative is to actually give parallel quests the ability to "complete" it's equal "tier" brothers so say the same scenario with the door, you have two quests active.
1. Get the key
2. Open the door
They are on the same tier in the questline side by side, but Open the door has the checked box for complete this quest completes all / or specific quest as well on same tier, meaning if you complete Open the door, then get the key gets complete or is just ignored, this would in theory be an and/or quest but are really two quests where one can complete the other or just force the story to move to next tier in the questline.
Bosses (encounter fusing?)
I know the discussion of bosses and so on have been talked about but I just want to give my two cents, Encounters dictate rewards and this is good, they are given a specific value and rewards based on that so for bosses either give a specific boss encounter that can only be used once or better yet encounter fusing, a simple system that allow Authors to fuse the power of 1-3 encounters in to one either single unit or single groups once per map.
Fusing would result in; Health being directly merged
Power etc being diminishingly added so say 100% of first unit 75% of next, 50%, 25% and so on or what ever balance works and drops would correlate giving higher chance of better items but also more items meaning with chances from "merged" units with diminishing increase.
This way you get Bosses or Boss like encounters that still fall within the safety of not giving loot away for nothing as well as give more challenging encounters, if you could check this as a "boss" encounter and give the units the big boss HP bar that would be even better!
Bind Actors/NPCs to NODES
When creating specific nodes it would be great to bind these to specific actors/NPCs from the get go as well as it would be great to change ambush spots to actually be able to trigger on a place marker instead of 20feet range making it more of and ambush and not a surprise party popup
Reward calculation re-wamp
Not sure how this is calculated now but it doesn't seem to be working that good, it should be base on time, amount of quest nodes, NPC encounters and if possible also rating of the quest, I understand this is hard to balance and can be easily misused / exploited but devs need to trust a little in the community. I'm not saying the rewards should be crazy but scaling it based on how big the quest is, rating, NPCs killed maybe even a bit on if it's just one quest or a campaign giving a little bit better rewards for actually doing a full campaign and so on.
Tricky subject I know but important.
Limited Camera Control
There are a few camera controls that take charge of player camera and this as well is a tricky subject but there should be some way of doing simple cinematics with dialog (speech bubbles or subtitles, I prefer bubbles) to tell a story in a better way.
Dialog without Windows
This goes in correlation with the point above, dialog trees for actors making conversations between actors or similar would help alot in storytelling as well as with cinematics without cinematics if you could make for ex. two NPCs argue, maybe the one you are escorting, about the door and after a short exchange the door gets opened?
Objects relative to objects
When editing I've mentioned grouping objects above, you can change what the object is relative to, to ground, 0 or . but if you could link it and make it relative to another specific object that would help alot making for ex. but not limited to bridges between two uneven platforms, making a custom house/building etc
Moving objects
While patrolling NPCs are good objects are missing this feature which is sad, making objects move or patrol would make for more dynamic maps.
Hovering platform puzzles, rotating/sliding bookcases for hidden doors etc, on a extra note here a automatic teleport that is scalable up or down and invisible would help with those puzzles and should also be a standard for falling through the world respawning at spawn point if no specific teleport point is set.
Well that's the list for now a few more things probably but I'll add those in another post later in that case.
Well i had an idea about patrols: what about having an NPC that if it sees the player while it patrols, runs to them and initiates a dialogue, then perhaps could lead to an encounter from there. It would be useful for creating stealth/assassin maps and story.
needless to say the detection system would need to be revamped, because enemies can notice you even when their backs are turned from quite a distance. i.e.: longer detection range for enemies facing player, shorter for facing away
KDF for Life! Romulan at Heart Fed cause they made me ~ :P
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karmicoozieMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
I didn't see it here so I will add.
Search and Replace Dialog...I named an NPC (female name) because it was my first attempt at a module and I was unable to find a "small boy" npc. After using the foundry for sometime I located the perfect NPC graphic. Unforunately the idea of changing the name by sifting through pages of dialog and quest objectives made this too time consuming to attempt.
Also, the ability to block certain details on maps and link them as ONE item to duplicate (this leads to the last item below). This works well if I have one state for say a door...once a dialog point is reached I can have that door look differently by making the 1st one disappear and then a new door appear - the switch is unknown to the player of course. This is especially helpful when creating promptable abort doors which require 2 seperate details.
Lastly, especially with abort doors throughout an encounter...we should be able to block and lock details together and allow them to be copied and pasted from MAP to MAP. It's a PITA to recreate.
I'm lovin' the Foundry!
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vylent2Member, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
The option to adjust stats/abilities on creatures would be nice.... ofcourse this would require the other feature of making custom solo encounters. I want to be able to CREATE my boss and make him unique. I dont like having to copy/paste some standard mob for my boss. i know he isnt going to be as dangerous as a boss should be. I also dont like having to slam a massive amount of creatures down just to make it difficult.
Also, I couldnt find a way to make a merchant. I dont need the ability to customize every single item he sells. I would be happy with a preset list of items based on the type of merchant i need. Potion merchant sells standard potions.. nothing special. Weapon merchant with regular weapons. I cant have a market place with merchants who refuse to sell stuff... The "My supply caravan was ambushed and all my goods were stolen" excuse is getting old.
Haven't read through the entire thread, so excuse me if its been suggested.
The most broken thing for me right now is the 3D edit mode.
It lacks so many basic things that i would like to have, like first person fly mode, ability to move EVERYTHING id like(including traps), terrain editing(ground/land/sea rise/lower).
As of now, your camera has to be static while moving an object which is really annoying, specially if you're high up in the air where the chance of falling down is greater than 100%, and why does mouse over an object make it non-solid?
I would also like modifiable damage on traps, cause nothing says you fail more than a hidden instant death trap.
Thats all i have for now, cause the tool is so weak and restricted so i cant even finish the maps i want to create.
Thank you, forien69, for putting this list together! I think most of the suggestions are excellent and would allow for some really spectacular story telling.
The one I agree with the most and is a must-have, in my opinion, is OR logic in the story editor. The ability for a character to choose which path they go down is intrinsic to a table-top game. If these are just stories that the player has to use their skill to carry out then (while some may find this fun) it would not be D&D as choice is why the story teller (DM) exists.
I have some additions that I'd like to propose (please let me know if there are work-arounds for any of the suggestions presented) :
Ability to toggle the hostility of an NPC toward a character (or even better ... all NPC states), without removing the current NPC object and adding another, through a trigger/event. Example: Dialog ends with the player being rude to an NPC; NPC attacks player.
Ability for NPCs to have a radius that acted as a perception trigger. Example:Player must sneak past a set of NPCs or they go hostile.
Be able to explicitly declare if an encountered creature (or any NPC object) is hostile to the player but not hostile to other NPCs. Example:A thief goes into a house that has a set of guards, when the hostile guard NPCs spawn to kill the thief they don't also start killing the helpless NPC bystanders (which is what happens presently).
Allow "Fight to Submission" NPCs to have contact options (dialog) once in subdued state. Example:You subdue the great elven mage Hairagone and force them to tell you about gold rings.
Add action conditions to waypoint markers in an NPC's walkpath to allow animations, hold times, walk speed, etc. Example:NPC walks to a sink and a wash animation is triggered for the specified wait time, in the same walk path NPC walks to a fire and bends down to stoke the embers for a shore while.
Extend suggestion #31 to include NPCs so that NPCs start a walk path or are moved to a waypoint based on an trigger/event. Example: A player barges into a house and kills someone, other occupants flee from impending and certain death.
Optional Minimalist (ie memory protected) Scripting Interface. Example:Instead of having a large set of triggered events linked to an object/set of objects; have a C based (though interpreted; perhaps machine language cached if you're feeling extra generous) scripting language that has all changeable and run-time attributes exposed to it to handle complex tasks (ie boss fights with spawn in conditions for adds based on remaining health [like is done in the official quests]). This language would not necessarily be able to create objects during run-time but would only need to modify existing objects (previously hidden or otherwise).
If an Optional Minimalist Scripting Interface was created many of the suggestions presented throughout this thread would be easy to implement.
These logical segments could also be shared and the wiki could then contain snippets for handling all sorts of tasks that would be repetitive or monotonous to implement across multiple quests or iterations of quests. This ability to share snippets would also lower the knowledge curve for those who only want specific interactions and while being optional (current bindings still existing) would only be needed for those tasks that the current interface could not easily afford.
If you've made it this far, thanks for reading and again much appreciation to, forien69, for putting this thread together, the moderation staff for the sticky and to everyone who has added their two cents to help make Neverwinter great.
Should have the ability to add crafting nodes (within reason to keep from exploiting) in quests. IE a foundry quest can have 1-5 of a random type of crafting node per dungeon.
Also I strongly think that there needs to be rewards for the makers of the Foundry dungeon's as this is what's going to keep this game going between expansions. Maybe once a week/month give a blue/purple item to the designer of a Foundry quest that is highlighted as being really good.
Blue items in Foundry quests. You can control this by having the level of difficulty determine the reward. If a Foundry dungeon requires more than 1 person or requires you to have gear, actually think, and attack the encounters smartly, it should give you a blue reward. It's just a game, give us decent rewards for these decent dungeon's!
I would like animal encounters of varying size (1-5) and difficulty, so that we can use the various NPC skins appropriately (right now they just sort of sit there and psychically move you around).
On a related note, armored bear NPC.
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?
Kudos to the NW devs for including the foundry and all of its tools. Harnessing the creativity of the fanbase (I believe) is key to the longevity of Neverwinter.
Top of my request list is the non-linear possibilities of of adding an "Or" feature to the dialogue. Imagine being able to choose good or evil possibilities, or at least anticipating the consequences of choosing the RIGHT (for your character) NPC to contact about your next quest move. You approached the thieves guild rep over this particular issue rather than going to the constable? There will be consequences. It would bring the game to life in new ways by making adventuring dynamic.
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saiyaku87Member, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
I would also like to add
"Copy-Paste dialogue options"
It's very tedious when you're doing a long dialogue and some of the options you want to be copied.
You have to manually add a new dialogue and copy-paste the text, animation, responses and etc.
Wouldn't it be a lot easier to make those copy-pasteable?
Make it so each Campaign slot has 10 slots for quests, and if a quest gets moved into a campaign it no longer counts against the base 10. That way we can tell multiple expansive stories and still have a handful of shorties.
i would love to see the ability to make pvp maps with the foundry. pve is fine for some people but some of us prefer pvp and the current lack of variety in maps and numbers of players makes me feel theyre not really using the foundry to its full potential.
just imagining the possibilities for creative arenas is exciting. for instance we could make a maze-like pacman map where you never know whose around the corner
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cptmentissMember, Neverwinter Beta UsersPosts: 12Arc User
edited May 2013
Hello,
I didn't see a suggestion in the list that i think should be integrated. NPC and others objects in the foundry are stuck on only one state and we should be able to change the state of the actor/object based on triggers.
For example, you've got a NPC with a dialog in your quest at the end of the dialog you want this NPC to turn into an enemy. The only way for the moment to do it is to make disappear the first NPC and make appear an enemy with same costume at the same place.
Another suggestion i didn't see for the moment is the ability to make drop or get quest item when in a dialog. If your quest is a searh and retrieve even if you want some NPC to retrieve those objects it's not possible, objects will only get away once the player get the chest reward.
If the suggestion have already been done (i didn't read the all post, too many pages xD) i apologize for the double suggestion.
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craknorMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 2Arc User
i would love to see the ability to make pvp maps with the foundry. pve is fine for some people but some of us prefer pvp and the current lack of variety in maps and numbers of players makes me feel theyre not really using the foundry to its full potential.
just imagining the possibilities for creative arenas is exciting. for instance we could make a maze-like pacman map where you never know whose around the corner
Not just arenas.
PVP / PVE maps would be awesome. For instance you could make moba-like maps. You could make your own battleground maps, with original objectives.
But i guess there will be some time before we can see something like that.
OK very basics here.
1) Allow us to place a basic vendor in say next to the respawn point. There the players could clean bags and buy basics such as Heal potions, Class Kirts, and Usable Alters. No way to exploit that I think.
1) Allow for a max of say 3 Treasure chest which randomly would drop an item when opened once. No way to exploit that either that I can see. All Chests can not be in same room (Only 1 per room, Max 3 in module) or can be spread over large area with a radius proximity requirement if using an out doors map area. Again how can this be massively exploited I ask?
3) Allow for us to place a maximum of say 3 of any type of items which require class ability to open or requires use of a kit to access. Then a MAX of say 15 total that could be placed in the module. So only 3 of any specific type and a max of 15 total per module. Again I see no way of people really exploiting that since it is based on random drops. AND AGIAN; Only one per room is allowed or can be spread over a large area if outdoor map is used.
Just by adding these few and precise factors I think it would make the modules seem more of a D&D Quest feel, allow for players to feel they are getting something for their time and effort in modules as rewards go, AND give players more of a reason to solo and group such modules more often.
OH and good job fixing the Quest Duplicator and Publishing bugs was a real help. No Seriously made my day for sure!
I've seen some nice suggestions as I skimmed through this thread. like the single encounter mobs. I would like to see more choices for npc's to interact with when using the cryptic maps, but above all else I would like to see multi-level/stairs add to the map editing. I personally haven't made a single level map for a game since the original wolfenstien 3D.
I would also like to add
"Copy-Paste dialogue options"
It's very tedious when you're doing a long dialogue and some of the options you want to be copied.
You have to manually add a new dialogue and copy-paste the text, animation, responses and etc.
Wouldn't it be a lot easier to make those copy-pasteable?
Yes, that would be useful especially when you have lots of NPCs with similar dialogues.
(but remember: you can always build cross-linked responses from within the dialogue editor. That's a different thing, I know, but many people don't know they can just drag the arrow below the bubble to do that)
I'd also like to have this improvement to the editor interface, small things that are fast to code and that willl make our life easier:
Better Tooltips on the drop-down boxes in the editor interface
Sometimes the name of the resource (e.g.: costumes, encounter type, mission name, entity name) you're using gets cropped because it's too long. And clicking it does not automatically select it from the list that appears
Save the size and position of the windows of the various selectors (especially the costume
Be able to filter/pick instances faster by typing part of the name in a text box when the "select instance from map" window appears.
Opening the map, scrolling, zooming, panning each time is VERY time consuming.
Classic Copy&Paste
Why do copy&pasting group of instances get repositioned by snapping the mean of their Y positions to the coordinate 0?
I want a copy&paste function that creates copies offsetted on the X and Z axis, leave Y axis unaltered, I have to manually fix each instance one by one otherwise!
EDIT:Oh, I forgot:
A "View Menu"
Seriously, you can't tell what's going on in the editor when you begin adding details...
It gets slower and slower, there are tons of circles, radiuses, and props that I'd rather like to be able to hide/show at will.
It gets unusable for complex modules.
Don't know if someone has already said this, but a 4 windowed editor would be great. So there would be a front, side, top, and 3d view mode.
Also some kind of multi-work ability would be great. So some friends could work on the same project (maybe at the same time) without sharing an account, or using teamviewer. That'd be great.
Comments
I'm not sure if anyone has mentioned this, but I was purely shocked not to see this on the list in the beginning...
My main concern with the Foundry is the lack of, (or if it IS possible and it's just really hidden, the hiding of) the ability to make friendly combatant NPCs. Say, have some kind of hero run into battle with you and fight along side you. Or have an army of soldiers fighting an army of whatever. This could be used for battle ground settings, or just having an ally combatant. Looking through the types of behavior I didn't see any way to have an NPC fight and also be friendly. It's really embarrassing having soldiers cower in fear when enemies run towards a castle they're laying siege to.
As a player who has come from City of Heroes' Architect Entertainment, these behaviors were a very easy and simple thing to do with a mission creator that was 10 times weaker than the power of the Foundry.
Also with this I'd like to see (And this might've been mentioned too -- I wasn't specifically looking for this when I was scrolling down the front page list) the ability to give an NPC a specific fighting style and weapons (catering towards that fighting style) from the NPC creator. That way implementing bosses or friendly NPCs could be easier. A difficulty level could also be added per NPC (For easier creation of bosses). The current system of replacing high leveled enemies in encounters with an NPC seems kind of flawed, outdated, and almost seems like it's not the official way of doing it.
Both those things have been mentioned before, but its allways good to have more opinions on the matter, and see that more people are interested in it
One thing that has really annoyed me many times when Playing Foundry missions, is that when I finish the Quest, and open the chest, I accidently press one of the WASD keys and close the Review Popup.
Is there currently any way to reopen this? or do I really have to play through again?
My suggestion would be to add a Review button next to "Subscribe" in the Catalog, this button would only be visible if the player has finished the quest before (allready being checked as it now says "Accept(Again)") AND the player has NOT submitted a review previously.
my Quests and Campaigns!
LINK
Please review my latest Quest:
Name Save the Princess
ShortCode NW-DBA7YIURL
Author Sabotender
1) Instead of having 1 treasure chest, let us have up to 3 (or whatever the devs want) in a quest and make the % of quality drops change taking into account how many they are. For example if you put 1 chest it has 6% to get a blue item, but if you use the 3 each of them has 2%. This can be used to reward the player according his performance in the quest: if he accomplishes all the goals he gets the 3 chests, if he fails 1 he gets only 2, 1 or whatever. I know that "meta" players wont like this use, but "role" players or even "gamers" can find this "challenge" far more engaging.
2) Let the map maker put resource nodes in the maps. To make it balanced it should be 1 or 2 and randomized at the beginning of the quest. This can be used to reward exploring players.
3) Let the map maker have the power to instakill the player if he meets some kind of trigger. (i don't know if it can be done now, but it can make the levels or dialogues with powerfull beings far more dangerous)
4) Let the map makers check more actions/stats of the player: previous dialogues would be nice and other "stats" like race too
About bosses, I think its not only a matter of life and damage but the kind of skills/atacks too. Bosses skills should be personalized, for example: you make the monster/humanoid a "boss" (more life, damage and maybe select an IA) and then give him form a selection 2 "daily" atacks, 3 "encounters" and 1/2 "special" that you can select in which conditions is used (low life, CCd, left alone -for summoning-, whatever). That would be a nice way to make "unique" bosses.
As well as the ability to edit the colors of objects. (For example Glowing Crystals only come in Grey....)
Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
Code: NW-DSVCX8LD4
Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan
1> give us the option to turn of the sparkling effect on doors, objectives etc. This way, we can make things truly hidden and make people explore.
2> Boss fights, we want them.
3> Dragons, Umberhulks, Gelatenous Cubes...all these classic monsters from the Monsterous manual, we really want them.
4> Allow us to place a limited number of treasure chests and resource nodes per map, in the same way you limit other items such as objects, details, effects, etc.
5> Switches and levers, we need them.
6> Allow us to fly while in 3D editing mode. It will make it easier to get to those, hard to reach places.
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#1
Details
Festive items:
Presents, Pumkins, Decorations, etc... I don't want to see a big santa, just stuff similar to holidays that can still fit DnD. I want to make holiday events for my kids!
#2
Encounter
Costume
Sahuagin
Sea Devils
I know this is will probably not happen until they introduce them to game, but I want to make a port Llast mission and I'm not doing it till I have Sahuagin!
The ability to allow players to hire temporary companions that can be revived just for the duration of the mission, that we can also scale their hp/dmg to be good enough to survive during encounters in the Foundry mission. (ATM You can only use guards and they're really weak, can't scale them or even change the class of the guards you're adding. All you can do is change their costume)
I'm basically trying to add NPC party members that will fight along side you and won't stay dead. Which can't be done currently.
Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
Code: NW-DSVCX8LD4
Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan
Add a search feature
or
Make the list alphabetical
or
Make it sort by oldest to newest.
or
Add a new tab for my maps
With a purty prz and a cherry on top!
EDIT: OH! The ability to set a map as Private or Public. Some maps I don't want to share which makes me set traps for players that go into them killing them horribly.
*Note: While I don't mind killing people horribly it'd prevent a lot of complaints.
Well that's the list for now a few more things probably but I'll add those in another post later in that case.
needless to say the detection system would need to be revamped, because enemies can notice you even when their backs are turned from quite a distance. i.e.: longer detection range for enemies facing player, shorter for facing away
Search and Replace Dialog...I named an NPC (female name) because it was my first attempt at a module and I was unable to find a "small boy" npc. After using the foundry for sometime I located the perfect NPC graphic. Unforunately the idea of changing the name by sifting through pages of dialog and quest objectives made this too time consuming to attempt.
Also, the ability to block certain details on maps and link them as ONE item to duplicate (this leads to the last item below). This works well if I have one state for say a door...once a dialog point is reached I can have that door look differently by making the 1st one disappear and then a new door appear - the switch is unknown to the player of course. This is especially helpful when creating promptable abort doors which require 2 seperate details.
Lastly, especially with abort doors throughout an encounter...we should be able to block and lock details together and allow them to be copied and pasted from MAP to MAP. It's a PITA to recreate.
I'm lovin' the Foundry!
Also, I couldnt find a way to make a merchant. I dont need the ability to customize every single item he sells. I would be happy with a preset list of items based on the type of merchant i need. Potion merchant sells standard potions.. nothing special. Weapon merchant with regular weapons. I cant have a market place with merchants who refuse to sell stuff... The "My supply caravan was ambushed and all my goods were stolen" excuse is getting old.
The most broken thing for me right now is the 3D edit mode.
It lacks so many basic things that i would like to have, like first person fly mode, ability to move EVERYTHING id like(including traps), terrain editing(ground/land/sea rise/lower).
As of now, your camera has to be static while moving an object which is really annoying, specially if you're high up in the air where the chance of falling down is greater than 100%, and why does mouse over an object make it non-solid?
I would also like modifiable damage on traps, cause nothing says you fail more than a hidden instant death trap.
Thats all i have for now, cause the tool is so weak and restricted so i cant even finish the maps i want to create.
The one I agree with the most and is a must-have, in my opinion, is OR logic in the story editor. The ability for a character to choose which path they go down is intrinsic to a table-top game. If these are just stories that the player has to use their skill to carry out then (while some may find this fun) it would not be D&D as choice is why the story teller (DM) exists.
I have some additions that I'd like to propose (please let me know if there are work-arounds for any of the suggestions presented) :
Example: Dialog ends with the player being rude to an NPC; NPC attacks player.
Example: Player must sneak past a set of NPCs or they go hostile.
Example: A thief goes into a house that has a set of guards, when the hostile guard NPCs spawn to kill the thief they don't also start killing the helpless NPC bystanders (which is what happens presently).
Example: You subdue the great elven mage Hairagone and force them to tell you about gold rings.
Example: NPC walks to a sink and a wash animation is triggered for the specified wait time, in the same walk path NPC walks to a fire and bends down to stoke the embers for a shore while.
Example: A player barges into a house and kills someone, other occupants flee from impending and certain death.
Example: Instead of having a large set of triggered events linked to an object/set of objects; have a C based (though interpreted; perhaps machine language cached if you're feeling extra generous) scripting language that has all changeable and run-time attributes exposed to it to handle complex tasks (ie boss fights with spawn in conditions for adds based on remaining health [like is done in the official quests]). This language would not necessarily be able to create objects during run-time but would only need to modify existing objects (previously hidden or otherwise).
If an Optional Minimalist Scripting Interface was created many of the suggestions presented throughout this thread would be easy to implement.
These logical segments could also be shared and the wiki could then contain snippets for handling all sorts of tasks that would be repetitive or monotonous to implement across multiple quests or iterations of quests. This ability to share snippets would also lower the knowledge curve for those who only want specific interactions and while being optional (current bindings still existing) would only be needed for those tasks that the current interface could not easily afford.
If you've made it this far, thanks for reading and again much appreciation to, forien69, for putting this thread together, the moderation staff for the sticky and to everyone who has added their two cents to help make Neverwinter great.
Also I strongly think that there needs to be rewards for the makers of the Foundry dungeon's as this is what's going to keep this game going between expansions. Maybe once a week/month give a blue/purple item to the designer of a Foundry quest that is highlighted as being really good.
Blue items in Foundry quests. You can control this by having the level of difficulty determine the reward. If a Foundry dungeon requires more than 1 person or requires you to have gear, actually think, and attack the encounters smartly, it should give you a blue reward. It's just a game, give us decent rewards for these decent dungeon's!
On a related note, armored bear NPC.
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?
Top of my request list is the non-linear possibilities of of adding an "Or" feature to the dialogue. Imagine being able to choose good or evil possibilities, or at least anticipating the consequences of choosing the RIGHT (for your character) NPC to contact about your next quest move. You approached the thieves guild rep over this particular issue rather than going to the constable? There will be consequences. It would bring the game to life in new ways by making adventuring dynamic.
"Copy-Paste dialogue options"
It's very tedious when you're doing a long dialogue and some of the options you want to be copied.
You have to manually add a new dialogue and copy-paste the text, animation, responses and etc.
Wouldn't it be a lot easier to make those copy-pasteable?
just imagining the possibilities for creative arenas is exciting. for instance we could make a maze-like pacman map where you never know whose around the corner
I didn't see a suggestion in the list that i think should be integrated. NPC and others objects in the foundry are stuck on only one state and we should be able to change the state of the actor/object based on triggers.
For example, you've got a NPC with a dialog in your quest at the end of the dialog you want this NPC to turn into an enemy. The only way for the moment to do it is to make disappear the first NPC and make appear an enemy with same costume at the same place.
Another suggestion i didn't see for the moment is the ability to make drop or get quest item when in a dialog. If your quest is a searh and retrieve even if you want some NPC to retrieve those objects it's not possible, objects will only get away once the player get the chest reward.
If the suggestion have already been done (i didn't read the all post, too many pages xD) i apologize for the double suggestion.
Not just arenas.
PVP / PVE maps would be awesome. For instance you could make moba-like maps. You could make your own battleground maps, with original objectives.
But i guess there will be some time before we can see something like that.
1) Allow us to place a basic vendor in say next to the respawn point. There the players could clean bags and buy basics such as Heal potions, Class Kirts, and Usable Alters. No way to exploit that I think.
1) Allow for a max of say 3 Treasure chest which randomly would drop an item when opened once. No way to exploit that either that I can see. All Chests can not be in same room (Only 1 per room, Max 3 in module) or can be spread over large area with a radius proximity requirement if using an out doors map area. Again how can this be massively exploited I ask?
3) Allow for us to place a maximum of say 3 of any type of items which require class ability to open or requires use of a kit to access. Then a MAX of say 15 total that could be placed in the module. So only 3 of any specific type and a max of 15 total per module. Again I see no way of people really exploiting that since it is based on random drops. AND AGIAN; Only one per room is allowed or can be spread over a large area if outdoor map is used.
Just by adding these few and precise factors I think it would make the modules seem more of a D&D Quest feel, allow for players to feel they are getting something for their time and effort in modules as rewards go, AND give players more of a reason to solo and group such modules more often.
OH and good job fixing the Quest Duplicator and Publishing bugs was a real help. No Seriously made my day for sure!
Yes, that would be useful especially when you have lots of NPCs with similar dialogues.
(but remember: you can always build cross-linked responses from within the dialogue editor. That's a different thing, I know, but many people don't know they can just drag the arrow below the bubble to do that)
I'd also like to have this improvement to the editor interface, small things that are fast to code and that willl make our life easier:
Better Tooltips on the drop-down boxes in the editor interface
Sometimes the name of the resource (e.g.: costumes, encounter type, mission name, entity name) you're using gets cropped because it's too long. And clicking it does not automatically select it from the list that appears
Save the size and position of the windows of the various selectors (especially the costume
Be able to filter/pick instances faster by typing part of the name in a text box when the "select instance from map" window appears.
Opening the map, scrolling, zooming, panning each time is VERY time consuming.
Classic Copy&Paste
Why do copy&pasting group of instances get repositioned by snapping the mean of their Y positions to the coordinate 0?
I want a copy&paste function that creates copies offsetted on the X and Z axis, leave Y axis unaltered, I have to manually fix each instance one by one otherwise!
EDIT:Oh, I forgot:
A "View Menu"
Seriously, you can't tell what's going on in the editor when you begin adding details...
It gets slower and slower, there are tons of circles, radiuses, and props that I'd rather like to be able to hide/show at will.
It gets unusable for complex modules.
Modules:▬► "Mind Over Matter" NW-DNASR4HTL
(beta v0.9 - improving dialogues, fine tuning encounters, 99% bug free)
Also some kind of multi-work ability would be great. So some friends could work on the same project (maybe at the same time) without sharing an account, or using teamviewer. That'd be great.
I'd like the ability to allow large numbers of players to enter a foundry map at once, shutting off all loot, xp, and eligibility for dailies. Why?
Instant easy way to sneak in functional player housing and guild halls!
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?