OMG it's frustrating trying to work with water planes.
Either...
1. Properly display intersection of water plane with terrain
2. Give us a global editor toggle/checkbox that we can turn on/off display of water planes
3. Display water at 50% (or less, or scalable) opacity.
one thing that all mmo games need a class specific run it would teach peeps how to play their toons pluss i am a cleric i would like to lvl up by healing not by dps something like this would be great if could run a foundry mission where i heal insted of smash and bash and the same could go for the other classes to something like this would produce better players and overall better gameplay for everyone
Ummm...what does this have to do with the Foundry Editor?!? Nothing at all your post needs to be in gameplay discussion. This thread is for Authors, creators and reviewers.
Read the OP thread rules and guidelines before posting.
Either make the Foundry Editor separate from the game / login or give us clickie buttons in editor and game HUD to allow us to transition from one to the other. While were on this topic also give us a clickie button in the Foundry Editor to go from Editor back to the Foundry home page
I just made my first successful major quest, and there were a few big things that would have helped.
Perhaps these have been mentioned, but I'm going to bring them up (again) here.
#1 - There's no desert terrain! I had to use a grass plain and put dust effects overtop it, which sort of worked but there should really be a sand textured base
#2 - A button to respawn the test character to the "start quest from here" spot instead of having to reset the whole room. My mentioning this issue comes from dealing with death by falling - I would have to reload the map TWICE (takes forever) to get it back to the right spot. (when die from falling, the only way back up is to reset the whole room or go out to editor and start on a different map then reload and start back on the original map again)
#3 - 3D positioning of traps! (Going in and out to position the vent traps was tedious - perhaps the others are 3D editable though?)
#4 - Custom mob group compositions would be nice. (as I'm sure has been requested before)
Those were the big things I would have appreciated.
OMG it's frustrating trying to work with water planes.
Either...
1. Properly display intersection of water plane with terrain ...
upgrade your computer, maybe?
Are you telling me that water plane details in your Foundry 2D top-down editor (NOT 3D test play) display properly within the terrain and not above all the map terrain? If so, I'd love to see a screenshot of that as it seems others have the same issue.
I've got the absolute latest NVidia drivers and a top-of-the-line system that's only a couple years old.
belberkMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 81
edited May 2013
I'm not certain if the following have been mentioned, but if so, they would be worth mentioning twice.
1. Spellcheck for the dialog editor. (just an easy way to pick out typos)
2. A clip / no clip toggle for quick navigation through the play test environment.
3. A coordinate display in the play test environment (this would make placing items / critters much easier on multilevel maps).
[SIGPIC][/SIGPIC]
Quests: The Eternal Light NW-DO335J3SZ D.F.E. Revenge Of The Companions NW-DMHJNCEY5
Campaign: The Light In The Darkness NWS-DJIAO4D3J An Unlikely Hero NW-DCFZNQZLR D.F.E. The Puppet Master NW-DM8BI99QJ D.F.E.
Based on several weeks in the foundry here are some things I feel need to be changed, adjusted or just plain added in.
Asset Library: It still shocks and amazes me to this day when a concept as simple as this is not part a game right at launch. We need an asset library to house our NPC skins, maps, custom clusters (see next suggestion). Having to duplicate an entire quest to re-use maps is... meh.
Custom Clusters: The ability to highlight and set a grouping of items as a custom cluster and having it save rotation, angle, height... everything as if it was a cluster. Needed, like now.
'Nudge' feature: The ability to nudge an item in any direction by 1pixel/fraction of a foot whatever. Object Lock: The ability to lock an object so that when you go into 3D mode.. you DON'T fall through the dang floor if you mistakenly target the manipulation block.
Fighting NPC's: NPC's that you can link to an encounter and set to auto change to a fighting NPC based on condition trigger.
Custom Attacks: The ability to set a custom attack for encounters. 1 per 'challenge' of the mob. Minions =1, Standard = 2, Hard/Elite = 3. This way you can have a better range of encounters. Feel free to limit it to what player classes can do.
Multilevel Maps: The ability to make multi level maps. Give us hallways/stair assets that have the downward slopes built in. Then when you attach a room to the lowest part of the hallway that room would be auto adjusted down as well as any pieces within.
Musical Emotes: Music emotes that sound good, but also if you add several together within a 20 foot proximity (Flute, Lute, Drum) it makes several other dropdown choices of songs. Based on total NPC musicians in the chain.
Merchant Budgets (10-20 points): Placeable NPCS and the option choose a list of goods with prices set to standard NPC defaults
Sidequest system Tab: Place this next to the QUEST Tab. Would work similiar, however it would NOT Affect completion of the main quest. You could track an optional sidequest alongside the main quest. Maybe a limit of 5 sidequests per main quest?
Dialogue Triggers: New ones based on race, gender
Profession node Budget (10): Allow us to place up to 10 nodes on a map and RANDOMLY have a system in place that choose 3-5 of them to become active. Have a system in place to limit how soon you can loot foundry nodes again after exiting a foundry map. limit makes it so player can't just make room and walk in, loot nodes, quit quest, get quest repeat.
Player Edit Mode: We already have simple and advanced. I would like to see a PLAYER version that works and acts just like the initial character creation as well as far as customizing.
Import/Export character skins: The ability to import skins based on your characters. Also the ability to export a file with the information for character skins which you could then share with other foundry users.
Safety Area: Allow us to create a 'safety zone' where falling damage DOES NOT happen.like up to a 100x100 foot circle or square. For dramatic effect and such. Put a budget limit of 5 or so on it so its not abused I guess?
Changes
NPC Clothes: The ability to change colors of the currently locked NPC clothing tpes in foundry. The ability to place them on ANY models. This is way to restrictive atm.
Multiple chests: I realize we need to be careful of how many chests are added for exploitations sake. However, we should have the option of dropping several chests throughout a dungeon.
Budget Increases please boost NPCs to 100, Encounters to 100 (Can keep the 500 mob per map count). Sounds to 50 (not that they work... really this every getting fixed?) and AI nodes to 50
Clusters & Rooms: Both of these need to be completely usable in and outdoor.
Cluster Budget Makes no sense to me, pretty sure when I look at it there is no point when each piece STILL counts towards the overall detail limit. Please make budget limit of 200 but remove anything used in budget section from detail limit. Make clusters as one item, not several linked.
and a final note. Decrease the ridiculous language filters. This game is not getting anything LESS than a T rating, if you think its getting an E you are friggin mental. PG-13 language should be allowed, R rated restricted.
You can use the short-code on the Best and New tab searches to find quests in the Review list. Usually one of them will work. If you can't find the quest, then it most likely the foundry catalog hasn't finished updating post-publish.
Thank you, that was the problem. I tried using the code hours after the quest had been published and it did not work, so I assumed you couldn't search for things yet-to-be-reviewed. The code didn't work until the next day. Is it usually that long?
Anyway, my experience of trying to play a friends first mission, was made poor by this issue. The Developers could improve this providing some kind of notification, perhaps allowing you to email a link once the mission can be found in the catalogue?
At the very least they need to provide a way for you to Copy-and-Paste the mission code!
Add stronger single friendly guard encounters so you can use the npc an escort type mission, either they follow you and help you fight or you follow them and they are at least able to survive long enough to be of use. Hero type npc you can use in your story.
Not much point in having an npc named Bruenor Battlehammer in your story if theyre going to get mullered by a Kobold.
0
xhritMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
Don't know if any of this has been said before, but here is a lit of things I'd like to see.
1) object layers and groups (like in photoshop / maya / blender).
2) Group copy.
3) Copy object to map.
4) Copy object to quest.
5) copy map to quest
6) Let us use our real character in foundry edit mode.
7) Tighter integration between foundry and gameplay... allow us to put different items and monsters depending on our achievements. For example the zombie slayer title would let us put stronger/ different zombies in our maps.
8) Let us place merchants.
9) If / Or logic.
10) Scripting, with Lua.
Please increase the allowed detail in X-large outdoor maps to 2500-3000, from the original 1500. I find myself skimping out on detailing bases and camps because I took to much of the detail count away when I was adding trees/grass and larger objects.
0
boneninja03Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 22Arc User
edited May 2013
Many things I was going to mention already on the list. Only thing I saw to add, actually two things but I believe one is a bug that needs to be looked at, I would like to see the ability to copy and paste entire dialogue trees AND generally be able to change the assignment of objective for dialogue trees.
As for the bug, enemies won't cross traps on the floor. So I've seen many people just lure encounters to a trap on the floor, stand on one side and kill everything without taking a hit. IF the monsters even attack at all.
"Sometimes boys, you just have to sit back and taunt the Cyclops."
Positioning of mobs in test play environment. It's important they look good when the player encounters them.
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
Don't know if any of this has been said before, but here is a lit of things I'd like to see.
1) object layers and groups (like in photoshop / maya / blender).
2) Group copy.
3) Copy object to map.
4) Copy object to quest.
5) copy map to quest
6) Let us use our real character in foundry edit mode.
7) Tighter integration between foundry and gameplay... allow us to put different items and monsters depending on our achievements. For example the zombie slayer title would let us put stronger/ different zombies in our maps.
8) Let us place merchants.
9) If / Or logic.
10) Scripting, with Lua.
1) Already there -- click object - select lowest/low/normal/high/highest display layer for object
2) Already there -- drag select a rectangle around the objects to copy/paste groups of objects
3) ?? From one map to another? Already there.
4) ?
5) ?
6) ..you mean a copy of, not actual character?
7) Why limit foundry authors? Let us put whatever we want - why should I have to grind to produce content?
8) Yes. Agree.
9) YES YES YES YES!
10) AMEN!
hekl3rpostMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 20Arc User
edited May 2013
Allow dynamic FX-details to be attached to actors(scaling). For example a lightning fx that arcs across mobs or NPCs in motion. It seems the only current way to get effects to relate to actors is careful placement.
Dynamic Quests:
(possibly easiest)Allow "side" NPC interactions to give the player quest items.
(the real issue) Allow "main" quests the option to check which "side" NPCs have been interacted with and load alternate dialog if applicable.
(another possible workaround) Allow side encounter mobs to drop quest items
yet another thing we really need in the foundry editor for NPC's that would be very helpful to us...A clickie bubble that we can toggle on or off to take them from being basically fluffer NPC's and would turn them into more useful enemy mob encounters...let us make better use of what you give us to keep this game sustainable for the long term...
something else...this is D&D Forgotten Realms, and I cant find a single vampire (the Wight that is technically a Vampire wont work ) in the encounters that acts and fights like a vampire
0
morbicMember, Neverwinter Beta UsersPosts: 0Arc User
We desperately need a way to navigate while in the Foundry Editor.
For instance a "HOME" and "BACK" button is a major necessity, so when we're working on multiple Quests / Campaigns and we need a break from one (or hit a creative impasse) we can return to the Foundry home or main page and select another Quest / Campaign to work on.
You can select close project under the file menu and it takes you back to the first screen.
morbicMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
My lighthouse looks weak and ineffectual even at night.... We need some more powerful (longer range) light sources or the ability to change the radius/intensity of a given light with a slider perhaps.
I very much would like to be able to script the behavior of an NPC and set a conditional argument triggering a change of that NPC into an encounter. Example: I build and re-costume a Halfling rogue NPC. Say he is caught negotiating with the Drow. I'd like the player to be able to converse with the Halfling Rogue NPC and, at a certain point in the conversation the Halfling Rogue should attack the player character.
Lo, the mighty Oak: Just a little nut who stood his ground.
I'd like the ability to set multiple unrelated visibility/non visible triggers. It'd make it significantly easier to, say, persuade a guard to wander away vs. trigger a fight with the guard. (Two different dialog options, which can then be hooked to two different spawns)
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?
Traps - More variety of traps, pit traps, pushing traps, things that can move characters. Also more control over traps. Like the ability to remove the snare effect from spike traps, and set the damage of the traps.
I very much would like to be able to script the behavior of an NPC and set a conditional argument triggering a change of that NPC into an encounter. Example: I build and re-costume a Halfling rogue NPC. Say he is caught negotiating with the Drow. I'd like the player to be able to converse with the Halfling Rogue NPC and, at a certain point in the conversation the Halfling Rogue should attack the player character.
I'm doing that in one of my quests. Although I'm transitioning from a NPC into a Shapeshifter (Wight).
You can basically set the NPC to Disappear when objective (Talk to NPC) complete, and then set the
Encounter to Appear when objective (Talk to NPC) complete.
You should be able to review foundry quests that you don't finish. Recently, I had to abandon a Foundry quest because I had used up all my potions and injury kits and still had to work my way through droves of enemies that were strong enough that any reasonable quest would save them for the boss battle. I had never abandoned a quest before, but this one was impossible. I dropped it and intended to leave a review explaining that it needed to be less grueling-- especially since it was described as a solo quest-- but couldn't leave any feedback at all since I didn't-- couldn't-- finish the quest.
0
kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
A way to use the Foundry to design, create, decorate, remodel our own personal in game houses (with 4 - 5 different house and land footprints) and guild houses and be able to place furnishings around and face them in what ever direction we wanted (kind of similar to LOTRO but no designated and restrictive hookpoints) and ambiance music for our houses. Of course in order to do this they would have to bring personal houses and guild houses in neighborhoods into the game to us first.
But since this thread is one giant wish list and I dont ever see them doing what I'm asking here to ever happen but here it is Lol
But if they were to do it...I'd never spend another second or penny on playing DDO, LOTRO, SWTOR. oh well...
You should be able to review foundry quests that you don't finish. Recently, I had to abandon a Foundry quest because I had used up all my potions and injury kits and still had to work my way through droves of enemies that were strong enough that any reasonable quest would save them for the boss battle. I had never abandoned a quest before, but this one was impossible. I dropped it and intended to leave a review explaining that it needed to be less grueling-- especially since it was described as a solo quest-- but couldn't leave any feedback at all since I didn't-- couldn't-- finish the quest.
Yes, give the player the option to leave a review when they leave the quest via the abort door (don't think the mini-map exit icon is available until the quest is complete, or did they fix that?) and have not totally finished the quest (looted the uber chest).
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
A way to use the Foundry to design, create, decorate, remodel our own personal in game houses (with 4 - 5 different house and land footprints) and guild houses and be able to place furnishings around and face them in what ever direction we wanted (kind of similar to LOTRO but no designated and restrictive hookpoints) and ambiance music for our houses. Of course in order to do this they would have to bring personal houses and guild houses in neighborhoods into the game to us first.
But since this thread is one giant wish list and I dont ever see them doing what I'm asking here to ever happen but here it is Lol
But if they were to do it...I'd never spend another second or penny on playing DDO, LOTRO, SWTOR. oh well...
There's nothing stopping you from creating a quest that just so happens to be your guild's Guildhall
Although, it would be missing some of the finer details like a bank teller, merchants, etc. etc. that you find in some of the other MMO guild housing. Including mounts when your guild gets powerful enough. Lots of opportunities there. In fact I think I might pop off now and start designing my guild hall.
The guildhall quest would initially only be editable by whomever started creating the quest in the foundry. But there would be field where the authorship of the quest could be passed to another guild member, and they could then edit the quest and add their changes. etc etc
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
Comments
upgrade your computer, maybe?
Ummm...what does this have to do with the Foundry Editor?!? Nothing at all your post needs to be in gameplay discussion. This thread is for Authors, creators and reviewers.
Read the OP thread rules and guidelines before posting.
Perhaps these have been mentioned, but I'm going to bring them up (again) here.
#1 - There's no desert terrain! I had to use a grass plain and put dust effects overtop it, which sort of worked but there should really be a sand textured base
#2 - A button to respawn the test character to the "start quest from here" spot instead of having to reset the whole room. My mentioning this issue comes from dealing with death by falling - I would have to reload the map TWICE (takes forever) to get it back to the right spot. (when die from falling, the only way back up is to reset the whole room or go out to editor and start on a different map then reload and start back on the original map again)
#3 - 3D positioning of traps! (Going in and out to position the vent traps was tedious - perhaps the others are 3D editable though?)
#4 - Custom mob group compositions would be nice. (as I'm sure has been requested before)
Those were the big things I would have appreciated.
Are you telling me that water plane details in your Foundry 2D top-down editor (NOT 3D test play) display properly within the terrain and not above all the map terrain? If so, I'd love to see a screenshot of that as it seems others have the same issue.
I've got the absolute latest NVidia drivers and a top-of-the-line system that's only a couple years old.
Encounter Matrix | Advanced Foundry Topics
1. Spellcheck for the dialog editor. (just an easy way to pick out typos)
2. A clip / no clip toggle for quick navigation through the play test environment.
3. A coordinate display in the play test environment (this would make placing items / critters much easier on multilevel maps).
Quests:
The Eternal Light NW-DO335J3SZ D.F.E.
Revenge Of The Companions NW-DMHJNCEY5
Campaign:
The Light In The Darkness NWS-DJIAO4D3J
An Unlikely Hero NW-DCFZNQZLR D.F.E.
The Puppet Master NW-DM8BI99QJ D.F.E.
Asset Library: It still shocks and amazes me to this day when a concept as simple as this is not part a game right at launch. We need an asset library to house our NPC skins, maps, custom clusters (see next suggestion). Having to duplicate an entire quest to re-use maps is... meh.
Custom Clusters: The ability to highlight and set a grouping of items as a custom cluster and having it save rotation, angle, height... everything as if it was a cluster. Needed, like now.
'Nudge' feature: The ability to nudge an item in any direction by 1pixel/fraction of a foot whatever.
Object Lock: The ability to lock an object so that when you go into 3D mode.. you DON'T fall through the dang floor if you mistakenly target the manipulation block.
Fighting NPC's: NPC's that you can link to an encounter and set to auto change to a fighting NPC based on condition trigger.
Custom Attacks: The ability to set a custom attack for encounters. 1 per 'challenge' of the mob. Minions =1, Standard = 2, Hard/Elite = 3. This way you can have a better range of encounters. Feel free to limit it to what player classes can do.
Multilevel Maps: The ability to make multi level maps. Give us hallways/stair assets that have the downward slopes built in. Then when you attach a room to the lowest part of the hallway that room would be auto adjusted down as well as any pieces within.
Musical Emotes: Music emotes that sound good, but also if you add several together within a 20 foot proximity (Flute, Lute, Drum) it makes several other dropdown choices of songs. Based on total NPC musicians in the chain.
Merchant Budgets (10-20 points): Placeable NPCS and the option choose a list of goods with prices set to standard NPC defaults
Sidequest system Tab: Place this next to the QUEST Tab. Would work similiar, however it would NOT Affect completion of the main quest. You could track an optional sidequest alongside the main quest. Maybe a limit of 5 sidequests per main quest?
Dialogue Triggers: New ones based on race, gender
Profession node Budget (10): Allow us to place up to 10 nodes on a map and RANDOMLY have a system in place that choose 3-5 of them to become active. Have a system in place to limit how soon you can loot foundry nodes again after exiting a foundry map. limit makes it so player can't just make room and walk in, loot nodes, quit quest, get quest repeat.
Player Edit Mode: We already have simple and advanced. I would like to see a PLAYER version that works and acts just like the initial character creation as well as far as customizing.
Import/Export character skins: The ability to import skins based on your characters. Also the ability to export a file with the information for character skins which you could then share with other foundry users.
Safety Area: Allow us to create a 'safety zone' where falling damage DOES NOT happen.like up to a 100x100 foot circle or square. For dramatic effect and such. Put a budget limit of 5 or so on it so its not abused I guess?
Changes
NPC Clothes: The ability to change colors of the currently locked NPC clothing tpes in foundry. The ability to place them on ANY models. This is way to restrictive atm.
Multiple chests: I realize we need to be careful of how many chests are added for exploitations sake. However, we should have the option of dropping several chests throughout a dungeon.
Budget Increases please boost NPCs to 100, Encounters to 100 (Can keep the 500 mob per map count). Sounds to 50 (not that they work... really this every getting fixed?) and AI nodes to 50
Clusters & Rooms: Both of these need to be completely usable in and outdoor.
Cluster Budget Makes no sense to me, pretty sure when I look at it there is no point when each piece STILL counts towards the overall detail limit. Please make budget limit of 200 but remove anything used in budget section from detail limit. Make clusters as one item, not several linked.
and a final note. Decrease the ridiculous language filters. This game is not getting anything LESS than a T rating, if you think its getting an E you are friggin mental. PG-13 language should be allowed, R rated restricted.
Dreamscapes Campaign
I. Darkly Dreaming / NW-DPSH505XY +Daily Foundry!!
II. Shattered Dreams / NW-DGARDHDR7
Thank you, that was the problem. I tried using the code hours after the quest had been published and it did not work, so I assumed you couldn't search for things yet-to-be-reviewed. The code didn't work until the next day. Is it usually that long?
Anyway, my experience of trying to play a friends first mission, was made poor by this issue. The Developers could improve this providing some kind of notification, perhaps allowing you to email a link once the mission can be found in the catalogue?
At the very least they need to provide a way for you to Copy-and-Paste the mission code!
Not much point in having an npc named Bruenor Battlehammer in your story if theyre going to get mullered by a Kobold.
1) object layers and groups (like in photoshop / maya / blender).
2) Group copy.
3) Copy object to map.
4) Copy object to quest.
5) copy map to quest
6) Let us use our real character in foundry edit mode.
7) Tighter integration between foundry and gameplay... allow us to put different items and monsters depending on our achievements. For example the zombie slayer title would let us put stronger/ different zombies in our maps.
8) Let us place merchants.
9) If / Or logic.
10) Scripting, with Lua.
Feast of the Moon | Rising of the Dark | Shadow of the World | Everdark
Princess shouldn't yell 'FOR THE NASHERS!' in a deep voice.
Unless that's what you're going for...
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 for the bug, enemies won't cross traps on the floor. So I've seen many people just lure encounters to a trap on the floor, stand on one side and kill everything without taking a hit. IF the monsters even attack at all.
My Foundry Quests:
Campaign - Trial of Willpower - NWS-DA72SRNCK
Strange Rumors - NW-DF3ZTBJXG
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
1) Already there -- click object - select lowest/low/normal/high/highest display layer for object
2) Already there -- drag select a rectangle around the objects to copy/paste groups of objects
3) ?? From one map to another? Already there.
4) ?
5) ?
6) ..you mean a copy of, not actual character?
7) Why limit foundry authors? Let us put whatever we want - why should I have to grind to produce content?
8) Yes. Agree.
9) YES YES YES YES!
10) AMEN!
Encounter Matrix | Advanced Foundry Topics
Dynamic Quests:
(possibly easiest)Allow "side" NPC interactions to give the player quest items.
(the real issue) Allow "main" quests the option to check which "side" NPCs have been interacted with and load alternate dialog if applicable.
(another possible workaround) Allow side encounter mobs to drop quest items
something else...this is D&D Forgotten Realms, and I cant find a single vampire (the Wight that is technically a Vampire wont work ) in the encounters that acts and fights like a vampire
You can select close project under the file menu and it takes you back to the first screen.
Foundry Content:Guide - Custom Channels and List (NW-DHBU9OTOS)
Asset upgrading poll.
Foundry Content:Guide - Custom Channels and List (NW-DHBU9OTOS)
Asset upgrading poll.
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'm doing that in one of my quests. Although I'm transitioning from a NPC into a Shapeshifter (Wight).
You can basically set the NPC to Disappear when objective (Talk to NPC) complete, and then set the
Encounter to Appear when objective (Talk to NPC) complete.
Encounter Matrix | Advanced Foundry Topics
This. So many objects, especially on outdoor maps are just scaled so horribly that they can't be assembled together into a logical entity.
But since this thread is one giant wish list and I dont ever see them doing what I'm asking here to ever happen but here it is Lol
But if they were to do it...I'd never spend another second or penny on playing DDO, LOTRO, SWTOR. oh well...
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?
Yes, give the player the option to leave a review when they leave the quest via the abort door (don't think the mini-map exit icon is available until the quest is complete, or did they fix that?) and have not totally finished the quest (looted the uber chest).
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
There's nothing stopping you from creating a quest that just so happens to be your guild's Guildhall
Although, it would be missing some of the finer details like a bank teller, merchants, etc. etc. that you find in some of the other MMO guild housing. Including mounts when your guild gets powerful enough. Lots of opportunities there. In fact I think I might pop off now and start designing my guild hall.
The guildhall quest would initially only be editable by whomever started creating the quest in the foundry. But there would be field where the authorship of the quest could be passed to another guild member, and they could then edit the quest and add their changes. etc etc
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