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[Feedback] Suggestions What to Add/Change in the Foundry.

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  • yospeckyospeck Member, Neverwinter Beta Users Posts: 174 Bounty Hunter
    edited May 2013
    Private testing is the biggest issue (I know it's added but I want to reiterate it), I don't want to have to release a game to the public to THEN test the bugs. It'd be like Cryptic releasing their game without doing in-house testing... just wouldn't happen.

    Not on the list:

    - Making creatures/NPCs giant scale. Fighting a giant demon/skeleton, etc. for your boss encounter would have that more epic feel about it.

    - Copy/Pasting not resetting the y axis

    - "Clustering" a number of objects. It'd be nice to be able to manually make a castle, etc. and then cluster all the items so that I can move them all as one group and move them on the Y axis and rotate them instead of having to manually move every individual element.

    - Being able to move "structures" in 3D detail mode like you can "detail" items. Sometimes my houses sink for no reason, sometimes land needs to be moved up and down and it takes a hell of a long time to do this in the main screen.

    - (Personal) a "city cobbles/stones" texture as a floor base for a blank map. Making a town map I have to pick the grass and manually lay down cobble detail which takes up a lot of my Details Total and also creates some really messy clipping issues with the tiles overlapping.

    - Giving NPCs the option of being "non-threatening" so that my encounter mobs don't automatically attack them. Bad if you have a quest NPC or the escort quests where the mobs keep targetting the unkillable NPC.

    - Double the number of NPCs from 50. Very hard to populate a city/town map with only 50 NPCs in my opinion.

    - Scaleable option as to how quickly things appear/disappear. It'd be nice for the NPC turning into Encounter to happen instantly (without the stupid drop down from thin air), similarly making a portal appear/disappear slowly makes for nice atmosphere.
  • thesabotenderthesabotender Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    yospeck wrote: »
    - Making creatures/NPCs giant scale. Fighting a giant demon/skeleton, etc. for your boss encounter would have that more epic feel about it.
    This would be great, there is a scale slider in the Costumes tab, it would be great if this slider could be a little better, something looking like this:



    small
    medium
    large
    giant





    *----








    * A checkbox for making an Encounter have Godmode (i want some guards and monsters fighting in the background, and dont want them to die)
    This would be automaticly off if the encounter is tied to an objective. It should also have a warning.

    * Have a Hostility dropdown with choises like:
    - "Friendly attacks enemies"
    - "Enemy attacks player only"
    - "Enemy attacks friendly only"
    - "Enemy attacks all"
    - "Passive flee"(like Timid creature, but can be killed)
    - "Defensive"(doesnt attack until attacked)
  • aveloxiaveloxi Member Posts: 14 Arc User
    edited May 2013
    Dunno if it's been mentioned, or if it's possible, but I'd very much like to be able to just pick up an object and move it around while in 3d mode, instead of having to slide it along an axis.
  • yospeckyospeck Member, Neverwinter Beta Users Posts: 174 Bounty Hunter
    edited May 2013
    aveloxi wrote: »
    Dunno if it's been mentioned, or if it's possible, but I'd very much like to be able to just pick up an object and move it around while in 3d mode, instead of having to slide it along an axis.

    Not sure what you mean, but you can select an item and cut it (ctrl+x) then paste it (ctrl+v) to its new location, it'll land at your feet so you'll still need to adjust it. Not entirely sure how else you want it fine tuned.
  • thegodporingthegodporing Member Posts: 28 Arc User
    edited May 2013
    I know it doesn't quite fit with the core ideology behind the foundry but I would really like the ability to make PvP maps in the Foundry. Not only would it attract a whole new market of players but would take the pressure off Cryptic to implement more PvP maps.
  • tsumorotsumoro Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 151 Bounty Hunter
    edited May 2013
    I really want the following things...

    1) Offline mode, so when serve is down I can work and then replace my pre-existing document when online. Of course I would imagine 'play testing' would be disabled but as long as you can work on the components and dialog and things that would be fine.

    2) The 'cap' of 10 quests to be lifted. Stupid it's there to begin with. If people are making free content for your player base to enjoy, thus keeping them invested into the game, why would you want to limit that?

    3) A way to be able to review published quests that cannot be completed. How can people help and guide those who publish these quests on there. I went to review 5 quests that I simply couldn't finish and had to abandon. Waste of my time, especially if I can't feedback or help.
  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited May 2013
    tsumoro wrote: »
    3) A way to be able to review published quests that cannot be completed. How can people help and guide those who publish these quests on there. I went to review 5 quests that I simply couldn't finish and had to abandon. Waste of my time, especially if I can't feedback or help.

    I know. I hate that. In the meantime, you can send the author an email.
  • the42and19the42and19 Member Posts: 4 Arc User
    edited May 2013
    I would like to see a few things added. Some have already been suggested so I will mention them mainly for reinforcement.

    1) I would like to be able to change the beard of my npc. I currently have a quest giver in the mission I am working on that is based on a character I ran in a table top game for a long time and I would love to be able to change his beard to fit the character better.

    2) It would be awesome to be able to invite players on your friends list or guild list to test you mission. I could see this working two ways. Either testing gives no xp and the item rewards are not kept. Or the players have to choose a "test" character to play with while in your mission. Sort of like how I have a test character when editing.

    3) I know this one has been covered a lot but it is REALLY disappointing that I can't place chests and loot bags. I want to encourage players to explore my maps and I rather hate pure linear maps. However, as it stands, there is no reason to explore a foundry mission. The golden trail pulls you straight to the mission objective and there is no reward for deviating.

    Perhaps if there was some point system implimented. Something that would scale the max number of loot items based on the CR and number of the creatures placed on the map. So if you had 400 bandit types you could put 20 loot items. Chests would have a higher value than the smaller skill based bags. etc... I think this would help curb exploitation but it would allow us to really create some excellent missions.

    4) I would love to have the option of disabling the golden path for players in my mission. The map I am currently working on involves a maze-like series of tunnels and passages which is completely rendered useless by the golden path.
  • the42and19the42and19 Member Posts: 4 Arc User
    edited May 2013
    aveloxi wrote: »
    Dunno if it's been mentioned, or if it's possible, but I'd very much like to be able to just pick up an object and move it around while in 3d mode, instead of having to slide it along an axis.

    I would only like this if it was a toggled mode. I REALLY like the current system, though that may be because I am familiar with 3d modeling, and I would hate to see it go.
  • meysameysa Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 72
    edited May 2013
    1: One thing I saw touched on generally, but not specifically was branching quests.

    Example: Allow an item to be delivered at the end of a dialogue branch, that could be used to take a different route to the goal. I was recently designing a quest and had all the dialogue written so if you asked "if there was anything else" then he would give you a key that would open a hidden/locked door to let you circumvent part of the dungeon. Also, it would be great if you could somehow mark a character that unsuccessfully ended their conversation with an NPC, so that if they start a conversation with the NPC again, so that they would have a restriction to which dialogue paths would be available to them. Maybe a "conversation debuff" that would be immediately removed once they progressed in the quest, or dropped the quest entirely. This would give us the ability to enforce consequences for conversational choices. Having the ability to modify the end reward based on these would also be nice, but that's something I can't think of a way to properly balance without authors being unjustly affected, from a feedback perspective.

    It would also be really nice to be able to insert hidden doors into outdoor maps, so you could have something like a tree, or a trapdoor in a gazebo, allow you to present multiple entry points into the dungeon.

    2: I would love to see a collaboration ability for adventure creators, so you could invite friends or other developers to work together on quest design. Currently to do this, I would have to publish a quest, that I know isn't done. If I could invite someone to collaborate with me on it, they could do a walk through, be allowed to assist in tweaking maps, encounters etc... Obviously, this would need some sort of security built for it, so you could say this person is in read-only or read-write mode. TBH, I don't see the need for more options than that. You either want them to help you, or you don't. It could also lead to collaborative publishing so you can bring a good map designer and a good story writer together to come up with a great quest. You could simply just split any tips between the R/W accounts.

    3: Allow people to create and submit for publishing full group/raid zones (this is where collaboration would really come in handy) and it would provide you additional raid/group content at a much higher rate than you can develop it yourselves.

    4: Allow us the ability to scale a quest based on the number of people who are doing it. It would be great to provide additional challenges to parties that can handle it, within the same quest framework. It shouldn't be that hard to add either. It's really just an if player group count >= X then make Y occur. Y could be more monsters, traps, etc...

    5: If there are multiple people doing your quest, maybe make a consensus decision possible in the conversation choice, so if you have different outcomes, based on conversation, that whatever path had the most choices wins, with a tie being solved by whoever has the most in a specific stat or something like that.
    Storming Monte Hall Review Thread
    Storming Monte Hall NW-DRAQHLR54
  • thesabotenderthesabotender Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    tsumoro wrote: »
    2) The 'cap' of 10 quests to be lifted. Stupid it's there to begin with. If people are making free content for your player base to enjoy, thus keeping them invested into the game, why would you want to limit that?
    Imagine having a playerbase of say... 1m players. say half of them use the foundry..

    Right now, that means 5m foundry missions saved on their servers. Now imagine no cap... how do you think their servers would react to that?

    I do agree that 10 Quests is a little tight, especially if you want to make a good campaign. What they should do is set a cap based on your quality. So default is capped to 10, but then raise that cap for each of the DM achievements.
    the42and19 wrote: »
    4) I would love to have the option of disabling the golden path for players in my mission. The map I am currently working on involves a maze-like series of tunnels and passages which is completely rendered useless by the golden path.
    There is, go to the Story tab, select your objective, set "Waypoints" to "none"
    meysa wrote: »
    4: Allow us the ability to scale a quest based on the number of people who are doing it. It would be great to provide additional challenges to parties that can handle it, within the same quest framework. It shouldn't be that hard to add either. It's really just an if player group count >= X then make Y occur. Y could be more monsters, traps, etc...
    Simply have a "Appear when" = "Party size" = "3"
  • zahinderzahinder Member Posts: 897 Arc User
    edited May 2013
    Note that if you are clever you CAN have branching paths to a goal, just not so much with the sparkly path.

    For example, if you have two different, exclusive, storylines, you could make, say, a wall in front of your exit. Storyline A resolves, part of the wall disappears so you can get to the exit. Storyline B resolves, a different part of the wall disappears so you can get to the exit.

    Variations on this can give you a lot of flexibility within a map to create vastly different experiences and still get to the same ultimate goal.
    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?
  • spoon1337spoon1337 Member Posts: 2 Arc User
    edited May 2013
    Please add some way of making actual bosses to the foundry I.E the ones that put the health in the center... also maybe treasure chests based on amount of creatures placed
  • remedialhappymanremedialhappyman Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    I want a render window so I can move/rotate objects without walking around in the 3D editor. The way the engine is designed now its such a pain to build anything if you want to move up or down on the Y axis.
  • spoon1337spoon1337 Member Posts: 2 Arc User
    edited May 2013
    i agree with @remedialhappyman as well :D
  • medullanmedullan Member, Neverwinter Beta Users Posts: 33
    edited May 2013
    Add OR!!! I can't say this enough add it the story board add it to appear when add it to disappear when add it somewhere. The complete lack of OR stifles my creativity. I simply cannot complete my quest without it I have tried using a workaround and it just isn't enough. If I only had OR I would be done by now and would have published the most awesome quest ever made.
  • darkenedeye1fdarkenedeye1f Member Posts: 0 Arc User
    edited May 2013
    Side quests available as actual quests, not fudged in via dialogue and various work around. Also completion of side quests impacts on final rewards.

    Respec for testing to provide level 30 and 60 options so we can balance encounters.

    Party size and character level triggers - both greater than and fewer/lower than.

    Environmental effect damage, ie from blizzard, fire, electricity, etc.
  • ananvilhurtzananvilhurtz Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    Faster movement speed when playtesting. NoClip/Fly mode as well. I've fallen under the world more often than I've ended up above it when I right click "Play From Here".

    The ability have whole rooms have Appear When and Disappear When clauses.
    Religion - 60 GF (15.3k GS)
    The Seeker - 60 DC (11.5k GS)
    Faithless - 60 CW (10k GS)
  • maxvonpmaxvonp Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Set "Author" speed in preview mode. Allowing us to run/preview more quickly. Noclip mode. (Is that what you meant by flying?)
    Custom voice acting for important npc dialogues. Mono mp3 128kbps - 30 seconds dialogue = tiny audio file. Must be reviewed by Cryptic first so we don't have idiot kids creating npcs making farting noises with their mouths... unless it's relevant to the quest :rolleyes:
    Adding bosses is a great idea! but to create custom bosses would be even better. Let us choose his/her attacks, spells (with limitations) and look. Same for encounters...

    When you are rotating an object, shift + moving = auto 45 degrees
  • maxvonpmaxvonp Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Being able to scale up and down objects
  • jintortlejintortle Member Posts: 655 Arc User
    edited May 2013
    A new way for quests to be seen or searched for - Maybe tabs in the new or for review section - where it says how many reviews or plays it has that way people can find quests, or they are sorted anyway into smaller search areas.

    For example tabs would be - 0 reviews 1-5 reviews 5-10 reviews 10-20 reviews 20-50 etc...

    I think an approach would make the whole thing more accessible.

    It is still Open Beta and already (even though heaps of people are still to play) where a quest will never be seen or played. My quest has been out for a week and I have told guild mates, quoted it in chat, in forums and still not 1 play.

    I want to create more but ..... what for .....

    code: nw-dm9udumuk name: welcome to a nightmare = for anyone interested
    Genus Draco Fad and the Muster@Jintortle
    ID: NW-DD5FLOBTJ
    Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.

    Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
    SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)
  • hirichiric Member Posts: 0 Arc User
    edited May 2013
    Is this sticky thread going to be updated?
    Topics: ▬► [FOUNDRY] [BUGS] Reference List and Workarounds

    Modules:▬► "Mind Over Matter" NW-DNASR4HTL
    (beta v0.9 - improving dialogues, fine tuning encounters, 99% bug free)
  • zefrimexzefrimex Member Posts: 0 Arc User
    edited May 2013
    I didn't see this in the list. They need to add an "AND" option for "component reached" in addition to an "OR" option for reaching dialogue prompts. Right now, I need both of these to be the opposite of the way they work by default.
    The Pack Man
    NW-DE76NJPYV

    A mysterious merchant hires you to dispose of four ghosts haunting a nearby castle. Enjoy this short adventure that pays homage to a classic arcade game. I'm sure you will be able to guess which one.
  • zefrimexzefrimex Member Posts: 0 Arc User
    edited May 2013
    They should allow us to apply triggers to teleporters just like any other object so I can have them appear and disappear. And allow one-way teleporters.

    Also, it would make some things much easier to create as well if they build certain trigger properties right into objects, instead of having to use a trigger for all of them.

    NPC options where we can choose if they are combatants and also whether they should be targetable by enemies. Right now, if I have an npc following the player, it makes encounters easier because they automatically act as an off-tank that can't be killed.
    The Pack Man
    NW-DE76NJPYV

    A mysterious merchant hires you to dispose of four ghosts haunting a nearby castle. Enjoy this short adventure that pays homage to a classic arcade game. I'm sure you will be able to guess which one.
  • beringtomberingtom Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 42
    edited May 2013
    Your point #44 confuses me, do you want to have a event when a mob dies or if the player dies?
  • garrett89garrett89 Member, Neverwinter Beta Users Posts: 4 Arc User
    edited May 2013
    -Prefabs???

    Something i Feel is really important and am not sure if i just keep missing it or not since its kind of a common tool in level designing. But Why are there no Prefabs... For those who may not know what prefabs are, there basically a group of assets that were saved together as one. That can then be duplicated or moved around easily with out having to move each piece. Example. A lamp, and light glow well placed, and some rocks. They can all be selected and saved in a "Prefab" and then moved all together.
  • fallensbanefallensbane Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 118 Bounty Hunter
    edited May 2013
    When adding sound locations I want the ability to choose the radius of the sound. AKA set sounds per room. Also a toggle to choose sound priority. For instance I can have background music for the entire map, but certain rooms once you enter the room the old music fades out and the new music fades in, once I leave teh radius have it fade back out, not just completely swap into different music mode like I hit skip on a cd..
  • varnavarna Member Posts: 0 Arc User
    edited May 2013
    I would love to be able to have greater customization on the visual and audio details of encounters

    Specifically, the option to turn off or replace the encounter's default audio barks (There are many cases where I may want to use an encounter because it is well balanced for my needs, but it is inappropriate to do so because I don't want my human-costumed enemies to hiss like skeletons)

    Encounters having unchangeable default weapons is a similar issue. I.E. I might want to use a Flame Giant as an encounter, but the massive flaming club is not appropriate for the costume I've assigned.
  • zahinderzahinder Member Posts: 897 Arc User
    edited May 2013
    Grouping.

    I'd like to be able to group objects and then just manage them as a single entity (behavior, movement, etc.)
    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?
  • jaggeropthjaggeropth Member Posts: 75 Arc User
    edited May 2013
    This would likely be very difficult to program but I would like to see communal editing of quests (multiple authors working on the same content). Of course you would have the primary author and then all other accounts working on the map would be assistants. The quest always has only one author, the one that started it originally, with an option for friends/guild-mates to join in the work of putting it together.
    If a tree falls in a virtual forest, how big is the sound file?
    Please review my "Finger of God" campaign: NWS-DPJMGYJGV
    Quest #1: NW-DS24FX4BC - Cragsford
    Quest #2: NW-DTPUNXUAB - Mine's Mine
    Quest #3: NW-DIPZQ7CMS - Are We There Yeti?
    Quest #4: NW-DSCFDT5WS - Finger of God
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