About the 3D-Avatar map editor, I'd like it if we could "Grab" Objects, "Drag" them along, then switch to the Translate and Rotate mode to adjust their position and finally "Lock" them in place so their "white box" doesn't show again unless you switch to an "Unlock" mode.
Also a No Clipping/No Character/Flight Enabled mode where you can also edit the map would be interesting. (Picture no Character, just the camera.)
Finally, It would be nice if we could give characters weapons and items that they could hold or interact with. Like reading a book or scroll they hold in their hands or shooting arrows at a target. Fighting a dummy with a sword, etc.
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navarxidaMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 19Arc User
edited May 2013
Boss fights is a must.
Authors spend so much time to make an epic storyline (the archlich <name> that have destroyed 100 of towns and villages and kill 1000s of people blah blah blah ... you make the last encounter sound so <font color="orange">HAMSTER</font>) and when you meet the encounter/archlich you 2shot him ... ... ... ... WHAT A TURNOFF ... seriously...
I suspect the problem is in the loot those encounters drop... WE DON'T NEED THEM TO DROP LOOT. Add all the skirmish bosses, solo story bosses or even end game dungeon bosses AND MAKE THEM TO DROP NO LOOT. We will get the loot from the chest after completing the fountry mission. That will be so much more enjoyable.
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.
I think this i discussed here they just call it cluster objects, is that what you are looking for?
I'd like an advanced mob editor, ie. choosing skills, changing mob type(normal, brute, boss), etc. Since theres only a handful of brute/giant level mobs whose health is the most ideal for boss like encounters since they have the most health but that leaves you with a limited pool of skills its either a giant or the slow swinging brute, so being able to edit those features can allow you to make more unique encounters by mix matching different skills.
I understand that the system has to prevent exploitation for loot generation, but so many reviews I've seen on different Foundry adventures have complained that the rewards were simply not good enough to justify the time spent. This is especially the case for adventures that do not rely heavily on Hack-and-Slash, and for higher level adventures.
As adventure authors, we need to have greater control over the rewards our adventures can provide, within limits. I think that certain reward options should be allowed, but only when other prerequisites are first met within the adventure. For example, if we were allowed to place chests and kits, we would be limited in the number we are allowed to place based on the size, difficulty, and encounters in the adventure. As we add more complexity to the adventure, the number of chests, and the quality, rarity, and amount of loot for those chests that we are allowed to place in the adventure could also increase.
I don't imagine this would be an easy functionality to implement, because there would have to be a system in place to gauge the complexity and difficulty of the adventure in a reasonable and fair way. The system would need to take into account mazes, puzzles, traps, numbers and difficulties of monster encounters, expected duration of adventure (time to complete), and so forth in order to ensure that all adventures can provide worthwhile loot, not just Hack-and-Slash setups.
I think that this change is critical to allowing the Foundry and Foundry created adventures to be valued well. The idea of the Foundry is awesome, but if adventures tend to only get high reviews if they have worthwhile loot, and if you can only have worthwhile loot from Hack-and-Slash adventures, then this really limits the system. I personally prefer to both write and play adventures that have more story and puzzles, and not just pure Hack-and-Slash and dungeon crawling, but we need to have rewards for such adventures be equally worthwhile.
An easy way to change the height of a group of objects at once.
mutter
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?
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ixsparMember, Neverwinter Beta UsersPosts: 24Arc User
edited May 2013
This isn't a direct change to the Foundry, but to the foundry forums. Could a folder be added for Review Requests? People could post in that folder and requests would be much easier to peruse if they were specifically in one place without other posts intertwined.
Thank you.
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zovyaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
This isn't a direct change to the Foundry, but to the foundry forums. Could a folder be added for Review Requests? People could post in that folder and requests would be much easier to peruse if they were specifically in one place without other posts intertwined.
Thank you.
I think the Foundry Spotlight forum was supposed to be for this. Here's what's posted there:
Foundry Spotlight Forum Guidelines
Hey everybody!
Welcome to the Foundry Spotlight forums! These forums are a place for you to share all of your amazing quests (and hard work) with your fellow players and authors, receive feedback about your dungeons and campaigns, and even get a chance to have your work be featured in the Foundry Spotlight!
i would like to see the possibility to make a npc walk some place, then stop for x secs, then continue. that would make a escort quest where a npc needs to interact with stuff, then you need to defend in the meantime...
Also, this might be point #44, but if npc's could die, and then you need to start over would be cool aswell
I'd like the ability to 'move' a complex dialog from one element to another.
Like, I've made a huge dialog network for a clickie, only to discover I really need it to be for an objective interact. ... I can't, currently, just change a pointer and move it from one to the other, I'm going to have to copy/paste and rig it a second time. That's annoying.
Or, heck, copy a dialog and make multiple versions (I don't need to do that, but I can imagine circumstances where it'd be pretty handy)
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?
I've only started to dig into the Foundry editor, so apologies if some of this stuff is possible with the right approach.
As others have said, branching dialogue/paths through the quest is probably my number one thing, and with that ways to carry over the outcome of previous quests within the campaign into the events of later quests. Also, it seems that class (sort of) and quest-specific items are the only things that can affect dialogue choices. It would be nice to be able to pull other bits of information from the player (e.g., gender, race, which god they worship, titles and other past accomplishments, etc.).
I'm also hoping for more "civilian" outfits. More appearance options for non-humanoid creatures would also be welcome (at least things like changing their size and color of their hair/skin).
I'd love to see the ability to select a group of objects and save them as a cluster to easily re-use and modify all at once.
While we're at it, how about being able to modify the Y axis on multiple selected objects? Both of those things would be -wonderful.-
One more thing: I'd like to be able to use the normal character creator to build NPCs. I'm not really sure why that isn't an option. It seems like an obvious choice.
Edit:
I also dream of being able to set objects as certain layers, and being able to hide/unhide those layers. This would allow for easier vertical building and clutter free projects.
Could you please implement a HARD & STANDARD single mob guard encounter please? I don't see why this is not already in and it seems like it would be a fairly simple/quick thing to add.
Also multiple guard type npcs. Would be nice to hsave some with swords, axes, maces, spellcasting etc.
Not sure if anyone has added this suggestion but add the ability to add tags (#tags) to foundry quests and organise them on the foundry catalogue - eg. #roleplaying, story # light/medium/heavy combat, #humour etc so that
a) it'll be less laggy and more sane strolling through foundry quests for review
b) easier for players to find out what they like/want
At the moment, traps are somewhat pathetic. At higher levels, there's no need to avoid them, since the damage is miniscule. Also, the tool-tips don't actually tell you what the traps do (that is, do they just damage? DoT? Reduce movement speed? Reduce Armour? Pushback?).
Suggestions
Please keep in mind, these aren't necessarily the numbers used.
Add 3 tiers of trap which adjust the damage / the effect of the trap:
- Crude: The weakest type of trap, and the easiest to disarm. Each map is allowed 50 of these.
--Deals 1 / 6 of total health in damage (Normal).
--Deals 1 / 16 every second for 10 seconds. A lingering effect also reduces Stamina regen by 10% for 5 mins. (Poison)
--Reduces armour by 10% for 5 mins. (Acid)
--Blows the player back 5ft (Repelling)
--Reduces Movement Speed for 20 seconds and Dodge Distance for 5 mins by 10%. (Crippling)
--Reduces primary Ability Score by 10% for 5 mins (Negative)
- Standard: A well-built trap that is of higher quality than a Crude Trap. Each map is allowed 25 of these.
--Deals 1 / 4 of total health in damage (Normal).
--Deals 1 / 13 of total health every second for 10 seconds. A lingering effect also reduces Stamina regen by 15% for 5 mins. (Poison)
--Reduces armour by 20% for 5 mins. (Acid)
--Blows the player back 7.5ft (Repelling)
--Reduces Movement Speed for 20 seconds and Dodge Distance for 5 mins by 20%. (Crippling)
--Reduces priamry Ability Score by 15% for 5 mins (Negative)
- Expert: The most potent of traps, and the most difficult to disarm. Each map is allowed 10 of these.
--Deals 1 / 3 of total health in damage (Normal).
--Deals 1 / 11 every second for 10 seconds. A lingering effect also reduces Stamina regen by 20% for 5 mins. (Poison)
--Reduces armour by 30% for 5 mins. (Acid)
--Blows the player back 10ft (Repelling)
--Reduces Movement Speed for 20 seconds and Dodge Distance for 5 mins by 30%. (Crippling)
--Reduces priamry Ability Score by 10% for 5 mins (Negative)
Add more trap types (x / y / z denotes Crude / Standard / Expert respectively):
- Blowback (Repelling): Blows the player back x / y / z feet in the given direction.
- Armour Reducing (Acid): Reduces the players armour by x / y / z % for 5 minutes.
- Movement Speed Reducing (Crippling): Reduces the players movement speed and dodge distance by x / y / z % for 20 seconds.
- Stat Reducing (Negative): The player doubts themselves. Reduces the players primary Ability Score by x / y / z % for 5 mins.
Add these as options to the different trap types as drop-down menu's.
...and so on as individual traps, clicking on the Multishot Dart will bring up the options as usual, with Quality and Type drop-down boxes added. This will help keep the Traps section clutter-free. Hovering over the drop-down will also bring up a pop-up, explaining what each type of trap does.
Allow us to move the traps while in 3D editing
Alongside teleports, allow us to move around and rotate traps while in 3D mode. For example, in one map, I wanted the saw-in-the-floor to run down the grooves(?) in line with the stairs.
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thesabotenderMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
In Story dialogs, i want to be bale to use "Enable When" and "Dissable When" choises like Dialog Reached and Component Complete, currently this is only available if the dialog is not part of the story.
I understand this limitation is because we could make a dialog tree that is potentially "unsolvable", but if you do, you are a bad designer and wont get any plays and reviews! Dont limit us on something as trivial as this.
Im currently working on something where I need to be able to have a Dialog Reached unlock for a story dialog response. My example is:
- At the start the player has a dialog where he selects how many players are in his party.
- Later in the quest I want a story NPC to say:
"Greetings adventurer, thanks for replying to my bounty"
- there will be 3 responses to this, all three of them will be:
"No problem, how can I help?"
The player will only ever see one of these, depending on how many players he chose at the start.
- The NPC will then follow up with:
"Im glad you came alone, that will make sneaking in much easier"
or "I see you brought a friend, a good idea"
or "You brought some friends? good, I need all the help I can get"
Another great use would be if the player kills an optional encounter, or talks to an optional NPC.
Upon returning to the main story NPC there could be extra dialog options about said encounter or NPC, with more lore.
I don't know if it's been mentioned, yet, but I'd really REALLY like to have an AND/OR switch on the conditionals.
Right now, it defaults to an AND switch when you select two or more conditions ie:
"Do [something] if [this] AND [this] condition are met"
I would like the ability to select OR in between the conditionals
"Do [something] if [this] OR [this] condition are met"
The absolute BEST option would be to group the AND values and the OR values in separate boxes like illustrated below:
Visible if:
Condition met
Condition met
-OR-
Condition met
Condition met
So, a real world example would be to have an event happen if you reach a specified dialogue point OR a separate dialog point
Another would be to make an encounter visible if you pull a lever and push a button, OR you talk to someone and reach a specific point.
This frees up assets and gives more control during the scripting of all actors on the map and would lead to more enriched storytelling.
I don't know if any of the admins read this thread, or not, but this one small change would open up a world of possibilities.
Thanks!
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jnaathraMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
I also requested this in a thread. However, I will add it here as well...
I feel like there are no dungeons I can really get lost in. No foundry content that challenges my ability to think in three dimensions.. because sitting in the top right corner is a top down view of everything.
Would it be possible to let us disable the map for our content? I would like to create/recreate dungeons that make me think and move a little more slowly. Dungeons where I go... "Haven't I seen this before.." only to find out I have somehow gone in a circle and lost my way.
Scout Tragold - "I haven't lived this long by being brave... it's just another word for stupid."
OP, that's a great list.
I want to add two things that would make a world of deference in my foundry experience "and I bet others"
1.) "I just want to front load this so I'm clear" I call the option to turn on/ off [View Mission Waypoints] a "Filter" "and I bet a lot of people do" So what I want are more "Filters" for placed map objects. Once a map has gotten to around 800 items placed it starts being a mess.
(So to wrap this point up "I want map Filters for Encounters, NPCs, FX, Details, Waypoints not linked to the Mission...etc Pretty much I want a "Filter" option for every category... so map editing will be less of a hassle.)
2.) "Front loading again" When I place a "Sound" it has a very nice transparent area inside a border "So I can visually tell its effective area" I love that!
(So here is what I want... everything else that is a placeable item that is "invisible" ie [FX - Skyfade...] needs to have a "Border" and semi transparent field denoting its area of effect. and in that same regards trying to arrange an invisible wall in 3D Editing mode is a joke... give that a semi transparent volume too, so it's easier to tell whats going on.)
So far that's the main things that I want to see.
Thank you
:]
Would it be possible to let us disable the map for our content?.
it's not something you can force on others, but you can turn off the Mini map on your own UI
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arthaniel1Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 5Arc User
edited May 2013
Yeah One thing that i noticed is that there is a limit to the amount of detail allowed in the foundry i would like to create a town as intricate as protectors enclave but due to the current limiting nature of the foundry i sadly cannot can you please allow us Much more control in the foundry plz.
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ahkronnemesisMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
I know this might be an odd request, but I'd love to be able to have a longer Quest Description.
It's not just the description that goes in there. Info about the quest like style or warnings, known and fixed bugs, and a lot more goes in the description. An extra tab for Notes (similar to the private notes but public) would also cut it.
Another request that I'm sure someone already commented (but I didn't seem to find it on the list) is to allow to pick an item from the Detail tab from WITHIN 3d Editor. That would save a lot of time to the creators by avoiding, sometimes, thousands of level loads.
[Campaign] Into the Heart of Time (NWS-DLSK763NH) by @ahkronnemesis
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
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ahkronnemesisMember, Neverwinter Beta UsersPosts: 0Arc User
Would it be possible to let us disable the map for our content?
Better than an option to disable map, would be a conditional map disable.
What I mean with this is, allow some rooms to be displayed while others not, with the ability to turn it on or off by conditions.
That would allow something like, in example, finding a map for a part of a labyrinth and have just that part displayed on the minimap.
[Campaign] Into the Heart of Time (NWS-DLSK763NH) by @ahkronnemesis
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
I would like to be able to shift dialogs among different NPC's. At the moment there are two ways to create dialog trees. If you make them from an NPC's contact dialog editor you are unable to then assign this dialog to the same NPC in the story screen, although it looks like I should be able to do so.
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ashleydusenberyMember, Neverwinter Beta UsersPosts: 20Arc User
edited May 2013
After two weeks of having to beg borrow or trade every single play/review my quest has gotten (and still only getting 7 reviews so far), I'm done with the Foundry until they completely rework the foundry interface in the game to make it easy for players to find quests other than the featured 5 or six that sit at the top with 30k plays. What's the point if nobody every sees/plays your work?
We have Teleports that goes both ways, Why not have Map transitions the same, this way people can come in and out of taverns, enter very large caverns then turn around and go back the way they came, It would make it so much easier and less time consuming to simply say, Designate a Interactable item, place it where you want ot have a map transition, then it creates the portal AND creates a duplicate item on the other side. So I could say make a door, the player clicks it and POOF is now outside the tavern in the forest, they turn around there is a basic building front Which I have placed there with the same door design I initially set up as the map transition point. I interact and POOF back into the tavern. Or doing forest and land map transitions as well would work, Set up a fancy designed stone, Touch it POOF you are now into the new map and land section and an exact stone is there, touch it POOF back to other map no story lines needed to be added.
This would also dramatically reduce the amount of memory and data required since you are now only using one map of a set location instead of having to duplicate 3 or 4 of the same map so people can move between NPCs for turn ins and interactions.
I've got a few suggestions... Some of them are just little things that can end up being really annoying, like the placement of text or something.
1. The placement of the character count in the dialog editor is currently at the top left of the text box, it becomes impossible to read when text from the dialog gets behind it, which it often does.
2. I'd really love to be able to reuse dialogue for different npcs, it gets confusing having separate dialogues (containing the exact same text and responses) for each npc.
3. Invisible properties for things such as teleporters would come in handy, for example a mage could create a portal to the next map
4. Multiple category if statements - currently you can make an npc visible through dialogue prompts or when a component or objective is completed. But I've found being able to check for both a dialogue prompt and a component completed would've made things a lot more interesting! (This could also be combined with OR statements)
5. I saw someone mentioned being able to create bosses, I'd just like to add in the little cinematic that plays before every boss, you know the one that zooms in on the boss and its name is displayed at the bottom of the screen.
6. Doors allowing movement to other maps outside of the main objectives (If this already exists please tell me how to do it haha)
7. Ability for npcs to require, drop and consume items outside of the main objectives
Okay I'll stop there haha, I was only planning on like 2 or 3 :P
Anyways, foundry is awesome! I'm currently working on a multiple ending side quest... It is killing me haha
Comments
Also a No Clipping/No Character/Flight Enabled mode where you can also edit the map would be interesting. (Picture no Character, just the camera.)
Finally, It would be nice if we could give characters weapons and items that they could hold or interact with. Like reading a book or scroll they hold in their hands or shooting arrows at a target. Fighting a dummy with a sword, etc.
Authors spend so much time to make an epic storyline (the archlich <name> that have destroyed 100 of towns and villages and kill 1000s of people blah blah blah ... you make the last encounter sound so <font color="orange">HAMSTER</font>) and when you meet the encounter/archlich you 2shot him ... ... ... ... WHAT A TURNOFF ... seriously...
I suspect the problem is in the loot those encounters drop... WE DON'T NEED THEM TO DROP LOOT. Add all the skirmish bosses, solo story bosses or even end game dungeon bosses AND MAKE THEM TO DROP NO LOOT. We will get the loot from the chest after completing the fountry mission. That will be so much more enjoyable.
2.) Triple the AD-Outcome.
I think this i discussed here they just call it cluster objects, is that what you are looking for?
I understand that the system has to prevent exploitation for loot generation, but so many reviews I've seen on different Foundry adventures have complained that the rewards were simply not good enough to justify the time spent. This is especially the case for adventures that do not rely heavily on Hack-and-Slash, and for higher level adventures.
As adventure authors, we need to have greater control over the rewards our adventures can provide, within limits. I think that certain reward options should be allowed, but only when other prerequisites are first met within the adventure. For example, if we were allowed to place chests and kits, we would be limited in the number we are allowed to place based on the size, difficulty, and encounters in the adventure. As we add more complexity to the adventure, the number of chests, and the quality, rarity, and amount of loot for those chests that we are allowed to place in the adventure could also increase.
I don't imagine this would be an easy functionality to implement, because there would have to be a system in place to gauge the complexity and difficulty of the adventure in a reasonable and fair way. The system would need to take into account mazes, puzzles, traps, numbers and difficulties of monster encounters, expected duration of adventure (time to complete), and so forth in order to ensure that all adventures can provide worthwhile loot, not just Hack-and-Slash setups.
I think that this change is critical to allowing the Foundry and Foundry created adventures to be valued well. The idea of the Foundry is awesome, but if adventures tend to only get high reviews if they have worthwhile loot, and if you can only have worthwhile loot from Hack-and-Slash adventures, then this really limits the system. I personally prefer to both write and play adventures that have more story and puzzles, and not just pure Hack-and-Slash and dungeon crawling, but we need to have rewards for such adventures be equally worthwhile.
My 2cp,
Kyouchou
mutter
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?
Thank you.
I think the Foundry Spotlight forum was supposed to be for this. Here's what's posted there:
But it seems only half are using it as such.
Also, this might be point #44, but if npc's could die, and then you need to start over would be cool aswell
Like, I've made a huge dialog network for a clickie, only to discover I really need it to be for an objective interact. ... I can't, currently, just change a pointer and move it from one to the other, I'm going to have to copy/paste and rig it a second time. That's annoying.
Or, heck, copy a dialog and make multiple versions (I don't need to do that, but I can imagine circumstances where it'd be pretty handy)
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?
As others have said, branching dialogue/paths through the quest is probably my number one thing, and with that ways to carry over the outcome of previous quests within the campaign into the events of later quests. Also, it seems that class (sort of) and quest-specific items are the only things that can affect dialogue choices. It would be nice to be able to pull other bits of information from the player (e.g., gender, race, which god they worship, titles and other past accomplishments, etc.).
I'm also hoping for more "civilian" outfits. More appearance options for non-humanoid creatures would also be welcome (at least things like changing their size and color of their hair/skin).
I might sound <font color="orange">HAMSTER</font>, but I need to know how to access the "Garrundar the Vile" skirmish map ?
And any other instance of the "Foundry" maps.
Thanks for your help.
Le Prix de la Fierte est 7 Milliards de Morts.
The possibility to watch the 2d map on the z/x and z/y axis?
[off topic]
Hello,
could you try making a new thread.
or even try in a thread more on the line of what you are looking for?
this is a suggestion thread
thank YOU very much
While we're at it, how about being able to modify the Y axis on multiple selected objects? Both of those things would be -wonderful.-
One more thing: I'd like to be able to use the normal character creator to build NPCs. I'm not really sure why that isn't an option. It seems like an obvious choice.
Edit:
I also dream of being able to set objects as certain layers, and being able to hide/unhide those layers. This would allow for easier vertical building and clutter free projects.
Also multiple guard type npcs. Would be nice to hsave some with swords, axes, maces, spellcasting etc.
Dreamscapes Campaign
I. Darkly Dreaming / NW-DPSH505XY +Daily Foundry!!
II. Shattered Dreams / NW-DGARDHDR7
a) it'll be less laggy and more sane strolling through foundry quests for review
b) easier for players to find out what they like/want
Traps
At the moment, traps are somewhat pathetic. At higher levels, there's no need to avoid them, since the damage is miniscule. Also, the tool-tips don't actually tell you what the traps do (that is, do they just damage? DoT? Reduce movement speed? Reduce Armour? Pushback?).
Suggestions
Please keep in mind, these aren't necessarily the numbers used.
Add 3 tiers of trap which adjust the damage / the effect of the trap:
- Crude: The weakest type of trap, and the easiest to disarm. Each map is allowed 50 of these.
--Deals 1 / 6 of total health in damage (Normal).
--Deals 1 / 16 every second for 10 seconds. A lingering effect also reduces Stamina regen by 10% for 5 mins. (Poison)
--Reduces armour by 10% for 5 mins. (Acid)
--Blows the player back 5ft (Repelling)
--Reduces Movement Speed for 20 seconds and Dodge Distance for 5 mins by 10%. (Crippling)
--Reduces primary Ability Score by 10% for 5 mins (Negative)
- Standard: A well-built trap that is of higher quality than a Crude Trap. Each map is allowed 25 of these.
--Deals 1 / 4 of total health in damage (Normal).
--Deals 1 / 13 of total health every second for 10 seconds. A lingering effect also reduces Stamina regen by 15% for 5 mins. (Poison)
--Reduces armour by 20% for 5 mins. (Acid)
--Blows the player back 7.5ft (Repelling)
--Reduces Movement Speed for 20 seconds and Dodge Distance for 5 mins by 20%. (Crippling)
--Reduces priamry Ability Score by 15% for 5 mins (Negative)
- Expert: The most potent of traps, and the most difficult to disarm. Each map is allowed 10 of these.
--Deals 1 / 3 of total health in damage (Normal).
--Deals 1 / 11 every second for 10 seconds. A lingering effect also reduces Stamina regen by 20% for 5 mins. (Poison)
--Reduces armour by 30% for 5 mins. (Acid)
--Blows the player back 10ft (Repelling)
--Reduces Movement Speed for 20 seconds and Dodge Distance for 5 mins by 30%. (Crippling)
--Reduces priamry Ability Score by 10% for 5 mins (Negative)
Add more trap types (x / y / z denotes Crude / Standard / Expert respectively):
- Blowback (Repelling): Blows the player back x / y / z feet in the given direction.
- Armour Reducing (Acid): Reduces the players armour by x / y / z % for 5 minutes.
- Movement Speed Reducing (Crippling): Reduces the players movement speed and dodge distance by x / y / z % for 20 seconds.
- Stat Reducing (Negative): The player doubts themselves. Reduces the players primary Ability Score by x / y / z % for 5 mins.
Add these as options to the different trap types as drop-down menu's.
For example:
- Instead of having:
----Multishot Dart Damage Crude
----Multishot Dart Damage Standard
----Multishot Dart Damage Expert
----Multishot Dart Poison Crude
----Multishot Dart Poison Standard
----Multishot Dart Poison Expert
...and so on as individual traps, clicking on the Multishot Dart will bring up the options as usual, with Quality and Type drop-down boxes added. This will help keep the Traps section clutter-free. Hovering over the drop-down will also bring up a pop-up, explaining what each type of trap does.
Allow us to move the traps while in 3D editing
Alongside teleports, allow us to move around and rotate traps while in 3D mode. For example, in one map, I wanted the saw-in-the-floor to run down the grooves(?) in line with the stairs.
I understand this limitation is because we could make a dialog tree that is potentially "unsolvable", but if you do, you are a bad designer and wont get any plays and reviews! Dont limit us on something as trivial as this.
Im currently working on something where I need to be able to have a Dialog Reached unlock for a story dialog response. My example is:
- At the start the player has a dialog where he selects how many players are in his party.
- Later in the quest I want a story NPC to say:
- there will be 3 responses to this, all three of them will be:
The player will only ever see one of these, depending on how many players he chose at the start.
- The NPC will then follow up with:
or
"I see you brought a friend, a good idea"
or
"You brought some friends? good, I need all the help I can get"
Another great use would be if the player kills an optional encounter, or talks to an optional NPC.
Upon returning to the main story NPC there could be extra dialog options about said encounter or NPC, with more lore.
my Quests and Campaigns!
LINK
Please review my latest Quest:
Name Save the Princess
ShortCode NW-DBA7YIURL
Author Sabotender
Right now, it defaults to an AND switch when you select two or more conditions ie:
"Do [something] if [this] AND [this] condition are met"
I would like the ability to select OR in between the conditionals
"Do [something] if [this] OR [this] condition are met"
The absolute BEST option would be to group the AND values and the OR values in separate boxes like illustrated below:
Visible if:
Condition met
Condition met
-OR-
Condition met
Condition met
So, a real world example would be to have an event happen if you reach a specified dialogue point OR a separate dialog point
Another would be to make an encounter visible if you pull a lever and push a button, OR you talk to someone and reach a specific point.
This frees up assets and gives more control during the scripting of all actors on the map and would lead to more enriched storytelling.
I don't know if any of the admins read this thread, or not, but this one small change would open up a world of possibilities.
Thanks!
I feel like there are no dungeons I can really get lost in. No foundry content that challenges my ability to think in three dimensions.. because sitting in the top right corner is a top down view of everything.
Would it be possible to let us disable the map for our content? I would like to create/recreate dungeons that make me think and move a little more slowly. Dungeons where I go... "Haven't I seen this before.." only to find out I have somehow gone in a circle and lost my way.
I want to add two things that would make a world of deference in my foundry experience "and I bet others"
1.) "I just want to front load this so I'm clear" I call the option to turn on/ off [View Mission Waypoints] a "Filter" "and I bet a lot of people do" So what I want are more "Filters" for placed map objects. Once a map has gotten to around 800 items placed it starts being a mess.
(So to wrap this point up "I want map Filters for Encounters, NPCs, FX, Details, Waypoints not linked to the Mission...etc Pretty much I want a "Filter" option for every category... so map editing will be less of a hassle.)
2.) "Front loading again" When I place a "Sound" it has a very nice transparent area inside a border "So I can visually tell its effective area" I love that!
(So here is what I want... everything else that is a placeable item that is "invisible" ie [FX - Skyfade...] needs to have a "Border" and semi transparent field denoting its area of effect. and in that same regards trying to arrange an invisible wall in 3D Editing mode is a joke... give that a semi transparent volume too, so it's easier to tell whats going on.)
So far that's the main things that I want to see.
Thank you
:]
Edit:
it's not something you can force on others, but you can turn off the Mini map on your own UI
It's not just the description that goes in there. Info about the quest like style or warnings, known and fixed bugs, and a lot more goes in the description. An extra tab for Notes (similar to the private notes but public) would also cut it.
Another request that I'm sure someone already commented (but I didn't seem to find it on the list) is to allow to pick an item from the Detail tab from WITHIN 3d Editor. That would save a lot of time to the creators by avoiding, sometimes, thousands of level loads.
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
Better than an option to disable map, would be a conditional map disable.
What I mean with this is, allow some rooms to be displayed while others not, with the ability to turn it on or off by conditions.
That would allow something like, in example, finding a map for a part of a labyrinth and have just that part displayed on the minimap.
Chapter I - The Cult of Kairos (NW-DJFINX9KB)
Chapter II - The Halls of Mortality (NW-DOE3ZC671)
Chapter III - Paradox ( Soon )
Ch. 1: "Driven to the Brink" - NW-DRYVJ3YMK
A Lighthearted Dungeon Crawl: "Axes for Everyone" - NW-DBA78LMOK
This would also dramatically reduce the amount of memory and data required since you are now only using one map of a set location instead of having to duplicate 3 or 4 of the same map so people can move between NPCs for turn ins and interactions.
1. The placement of the character count in the dialog editor is currently at the top left of the text box, it becomes impossible to read when text from the dialog gets behind it, which it often does.
2. I'd really love to be able to reuse dialogue for different npcs, it gets confusing having separate dialogues (containing the exact same text and responses) for each npc.
3. Invisible properties for things such as teleporters would come in handy, for example a mage could create a portal to the next map
4. Multiple category if statements - currently you can make an npc visible through dialogue prompts or when a component or objective is completed. But I've found being able to check for both a dialogue prompt and a component completed would've made things a lot more interesting! (This could also be combined with OR statements)
5. I saw someone mentioned being able to create bosses, I'd just like to add in the little cinematic that plays before every boss, you know the one that zooms in on the boss and its name is displayed at the bottom of the screen.
6. Doors allowing movement to other maps outside of the main objectives (If this already exists please tell me how to do it haha)
7. Ability for npcs to require, drop and consume items outside of the main objectives
Okay I'll stop there haha, I was only planning on like 2 or 3 :P
Anyways, foundry is awesome! I'm currently working on a multiple ending side quest... It is killing me haha