As an old school gamer and former level designer,
was looking forward getting into the editor and generate some epic questing.
Due to lacking so many forms of triggers, mechanics & settings throw me off,
so I'm more discourage from making any content as of now.
Looking more forward to having things like
-set radius of triggers and emitters
-levers (doors, spawners, actions etc)
-fly mode (editing)
-combination & puzzle locks/traps
-Directional sound
-force cutscene ( focus zoom on object,mob,boss etc with text)
- quest triggers (as in solo)
- chests, rewards and lootible's
(understand the implications might have on economy,
but lets say you make a new inworld repository bank exclusive for foundry.
In this the author will place all available rewards that will turn up in his quests.
if the repository is empty, then quest either is taken offline or at entry of quest state no rewards will be given.
Another idea is also that author pay Zen / AD to keep it giving out rewards else offline)
Its a tip of the ice berg what I want,
as stated worked commercially on games before,
think I have more luck applying for a job :P
Anyway, keep up the good work,
hope to see a more elaborated editor in the future !
0
loggicalMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 7Arc User
edited May 2013
Ok so here goes...
- More choices in Livestock. (Horses (not Armored or Saddled), Cows, Chickens (that move), Sheep, (Babies and full grown of all)
- Clothing (Folded and/or on display as in a market stall or tailor shop)
- ALOT MORE choices for Costumes on NPC's. (Especially Commoners! Everyone starts looking the same after a while.)
- More variety of furniture.
- More building pieces that are easier to fit with existing maps.
- A larger variety of clutter objects. Like skinned Chickens, Ducks & Geese hanging upside down, different looking mugs, plates, bottles, crates, barrels, food, books, Religious items, bones, bodies, etc.) Just more to clutter with.
- More doors and different styles (Both static and animated)
- More choices to interact with on existing world maps. (eg. The Job Board in Protectors Enclave)
- More choices for NPC poses like sitting in a chair or booth, leaning against a wall on one arm.
- Facial Hair on NPC's and the ability to change color.
- The big one for me is the ability to place more than 50 NPC's on a given map. (This makes a large City map look so barren especially if you place animals for a little variety or in a market stall)
- MORE MONSTERS!!!
- Mounted NPC's and Monsters
- More traps and triggers.
- Would also like to see the ability to move and rotate NPC's in 3-D mode for more accurate placement.
- The ability to ad cut scenes and small animations.
- And last but not least the ability to see "Contact, Wandering" working in the Foundry not just after it's published. (This might also be the case with the existing Chickens as well)
different variations of Lightening strikes that we can place as one, are and map wide...sky to ground, across sky in single arch and multiple archs. Like realistic lightening.
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 the were to do it...I'd never spend another second or penny on DDO, LOTRO, SWTOR. oh well...
Trophies that we can decorate our enviroments with, ie... stuffed animal heads, stuffed animals, memorabilia etc, etc...
Oh and things like tankards, pipes, magnifying glasses, detailed maps of areas in neverwinter (for hanging / displaying or that can be strewn about). Shelves, bookshelves, dishes, banquet tables with a full spread on them, fishing poles, weapons, armours, again etc, etc...
0
brandwynMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 1Arc User
edited May 2013
Working on my first Foundry creation and I have come across a few asset wishes.
More statues of varying sizes, races (and species!), gender, costume, etc. (The woman statue that you see around Protector's Enclave has several different version where her arms are in different positions - would be nice to have access to all of these for a start.)
What would really be nice is to also be able to take any npc that I create in the Foundry editor and give it a statue skin - stone, gold, bronze, etc. I'd like to be able to pose it too, but now I'm just talking crazy.
More carpets, rugs and runners of all shapes and sizes (and colours and patterns)
More banners, especially blank ones of various colours and sizes.
More floor tiles
More potted plants (or more pots and more plants so we can put them together ourselves)
More windows!! I am trying to make a cathedral and I can only seem to find one window that fits - the one from the Cathedral of Madness. I don't want my cathedral to be mad... I want it to be elegant. Some different ones to choose from would be good... maybe some with stained glass even.
A few different desks
More chairs of different types and materials
More paintings and some tapestries
More candles and some different candelabra sizes
Chest of drawers
Topiaries and trimmed bushes and hedges; more vines of medium to small size
Crops.... we have some corn stalks... would like to see some other crops so we can make some gardens / fields
Various wild animals. We've got birds that circle around (and bugs <shiver>)... how about some busy squirrels, a running fox or deer, mice, wild boar, etc. These would go a long way in making the outdoor areas come alive.
We've got hanging chains, how about a long length of straight rope - that someone would use to climb a cliff or through a hole in the ceiling for example.
I could sit here all day and think of a gazillion more things, but let's start with these and all the other wonderful things others have mentioned.
Just a small note, the ability to resize and/or flip the assets we currently have would go a long way to making it feel like we had more assets. Even though we already have a lot, it is never enough.
Different variations of Lightening strikes that we can place as one, are and map wide...sky to ground, across sky in single arch and multiple archs. Like realistic lightening.
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 the game to us first.
Trophies that we can decorate our enviroments with, ie... stuffed animal heads, stuffed animals, memorabilia etc, etc...
Oh and things like tankards, pipes, magnifying glasses, detailed maps of areas in neverwinter (for hanging / displaying or that can be strewn about). Shelves, bookshelves, dishes, banquet tables with a full spread on them, fishing poles, weapons, armours, again etc, etc...
Have you even looked at the detail objects inn the Foundry yet?
Most of the stuff you are asking for already exists to some extent.
As I said about lightening strikes "realistic"...there are none. Would like a lightening (realistic / forked) effect or cluster that covers map and strikes ground at random instead of just 1 effect striking the same place with different un-natural lightening strikes every time.
Yes, I have and there are no furnishing / items, animated or interactable (as in LOTRO or other MMO's) like interactive chests or dressers that have access controls (permissions), item slots, etc...but after seeing that youtube video, I'm going to look again when I am more awake Lol...I must have looked over them sleepy eyed.
I am new to the Foundry, I didnt see the stuff you have in you youtube video but I will do an indepth search...ty.
I need both single and or clusters...a fresh dug grave and a grave that looks like someone (or something) has dug it's way out of the grave, and one that someone (or something) has burst out of the grave for a big undead quest / campaign.
I know some of my requests have been previously requested by others. But I purposely include them here to help convey the feeling of want by a larger populace with the hopes that that will help influence the decision making process of what to add
This is my first attempt at building in the Foundry and so I'm only in the middle of designing my interior maps. I haven't started designing any exterior maps, yet, and therefore, I don't have many requests for external features at this time.
But here goes...
Requests to existing game elements
MAPS TAB
Specials
More door selections to match the selection in the decor
Rooms -
A) More interior room selections -
1) matching set of large, medium and small size rooms that correspond to the hallway designs (stucco(?) and brick)
2) matching set of hallways to the existing small and medium size rooms (rock and brick)
3) 1 unit size rooms for broom closets, water closets, etc.
4) Bathroom
5) More boss rooms
6) More multi-floor height rooms or
7) Stackable rooms to create custom multi-story interior buildings
1 click exterior buildings that match interior room size dimensions and that can be "clumped" together with other 1 click exterior rooms. eg. 2 x 2 interior room has a corresponding 2x2 exterior generic building size.
C) Upstairs and downstairs access ways to the rooms
D) Stretchable hallways instead of limited prefab 2 and 5 space hallways or a hallway system to match room sizes. When I try to add 2x2 rooms around a 4 way intersection, I find myself with either a 1 unit gap to complete the hallway or with with too much space between the 2x2 room and the next hallway. The current workarounds leave me with hallways with too many doorways.
E) Ability to control light "volume." Some situations make the room look overexposed when I turn on the lamps for the room. Think mood lighting. Sometimes I want the overexposed look like in a burning room or "fight" room. Sometimes I don't, like in a tavern or inn.
F) Ambient music volume control of a room. Right now it seems like when I turn on 3 rooms with different ambient sounds, they all sound equally loud in the 3 different rooms. The first issue is that the default volume levels of some of the sounds are louder than others. The second issue is that it would be nice for the ambient room sound to lessen in volume based on distance like in the hallways. I don't hear the hallway ambient sound when I'm in a large room, but I still hear the large room ambient sound when I'm in the hallway. Guess I'm saying this is a bug. But I do like hearing some of the large room ambient sound when I'm in the hallway, just at a lower volume or "muffled" volume as if I were hearing it in another room.
Decor
1) Windows
Matching interior windows with exterior windows. Both player buildings and Neverwinter map buildings (eg. Protector's Enclave Market Door can be interacted with as an "entrance" into the building. I want to be able to create at least a front room that matches the exterior of the building in terms of room size, windows and doorway.)
2) Doors
Matching interior doors with exterior doors - see windows reasoning above
3) Stairways
Interior stairways and stairwells both for large rooms and for leading into other floors.
4) Paintings
More paintings of locations. Large size medium size and small size. Large long horizontal (over the couch or fireplace)
5) Banners and wall tapestries
More banners that are "new."
More generic banners with selectable color options. 1 color, 2 color, 3 color. Gold trim, silver trim, bronze trim. Dragon emblem, sword emblem, crown emblem, jewel emblem.
6) Potted plants
More in general.
Looking for table top sizes as well as floor sizes.
Different flowers
7) Fireplaces
More in general. Different sizes and with lit as well as unlit versions. Hiding smoke from the small campfire is annoying as it flows up past the current fireplace top.
Fireplace big enough for a respawn point - not every adventure is outdoors.
8) Water fountains
Indoor water fountains both with and without running water.
Large but still fits in a large room logically.
Small - fits into a hallway nook.
Options for rounds, oblongs and rectangles pool bases.
9) Sewers - Really, if we got all this sewer material, where does all the clean water come from in the city?
9b) Clean water sources - with and without running water
a) water pumps if not faucets
b) THE KITCHEN SINK
c) Bathtubs
d) Showers
10) Upright cabinets and armoires
with and without hanging clothes
11) Silverware and dishes
a) Stacks of dIrty dishes and cups
b) Stacks of clean dishes
c) Piles of dirty silverware
d) Organized piles of clean silverware
e) Serving tray with food and drink on it
f) Serving tray with dirty dishes on it
12) Invisible walls
Not sure if this applies to invisible walls or to mobs, but I want to "block" off some of the mobs from my adventurer so you can see the animation of the mob, but there's no fighting triggered. I can get this to work with melee mobs, but the ranged mobs attack through the invisible wall. Maybe a trigger range can be set for the mobs? or can be affected by the placement of invisible walls?
Ignore this item. I couldn't find a strikethru option so I put it into quotes to let you know that was my original post.
As it turns out, I discovered a bug with a couple of the invisible walls. The invisible walls are working as I requested with the exception of both "Invisible Cubes." I consistently get all mobs to aggro on me and they "escape" their cubes and attack.
NPCs
1) Ability to sit on chairs
2) interact with table items while sitting
3) Eating animation
4) Drinking animation while eating
5) Talking while sitting
6) Bug fix - while holding a book or scroll in environment animation, error occurs on close up when talking. Book or scroll stays in hand and passes through body as the hand gestures.
Encounters
1) End boss option
2) Dragons
COSTUMES TAB
Outfits
1) More non-armor outfits and single pieces for NPCs
2) Sandals
3) Shorts
4) Skirts
5) Underwear color changeable to match outfits
6) More underwear options for females or for specific outfits, automatic "hide" underwear feature.
7) More nobility clothing options (outfits and single pieces)
8) More peasant clothing options (outfits and single pieces)
9) Zen store outfits made available. Some or all.
Character Build
More control for templated NPCs - both outfits and physical appearance. I understand the limitation of clothing with sizing, but at least the ability to turn off parts of the templated outfit or replace parts of the templated outfit with the armor/clothing option instead of double clothing the NPC. I think double clothing is just as bad as resizing character beyond clothing limitations.
Requests for new game mechanics
STORYLINE TAB Multiple map out points -
like multiple dialog branches
eg. What's behind door #1, #2, #3? Door #1 takes me to Map A. Door #2 takes me to Map B. Door #3 take me to Map C. And the adventurer doesn't have to go through the doors in any particular sequence. Eg. I come into a village and there's 5 buildings. It would be nice to go "into" the buildings and have each building be an entrance to a new map. Or conversely, I start inside a tavern with multiple exit points, each taking me to a different map.
MAPS TAB
User placeable game loot or profession drops
Content driven by Cryptic, but location controllable by user. This is in addition to existing random drops. I want to make quest specific loot drops, but I want the loot to be non-Foundry.
Budget Limit Increase/Flexibility
Some way to request increase in NPC budget for a particular map. I understand there may be tradeoffs like reducing Mob budget, etc.
Functional Neverwinter Vendors
A special like a respawn point. Only 1 type per map or per quest? 1 is better than none Maybe limited to type of building environment?
1) Potions and skill kits vendor
2) Postal Courier
3) Bank - a feature that should be available if we're making a village or a city, etc.
I know some of my requests have been previously requested by others. But I purposely include them here to help convey the feeling of want by a larger populace with the hopes that that will help influence the decision making process of what to add
This is my first attempt at building in the Foundry and so I'm only in the middle of designing my interior maps. I haven't started designing any exterior maps, yet, and therefore, I don't have many requests for external features at this time.
But here goes...
Requests to existing game elements
MAPS TAB
Specials
More door selections to match the selection in the decor
Rooms -
A) More interior room selections -
1) matching set of large, medium and small size rooms that correspond to the hallway designs (stucco(?) and brick)
2) matching set of hallways to the existing small and medium size rooms (rock and brick)
3) 1 unit size rooms for broom closets, water closets, etc.
4) Bathroom
5) More boss rooms
6) More multi-floor height rooms or
7) Stackable rooms to create custom multi-story interior buildings
1 click exterior buildings that match interior room size dimensions and that can be "clumped" together with other 1 click exterior rooms. eg. 2 x 2 interior room has a corresponding 2x2 exterior generic building size.
C) Upstairs and downstairs access ways to the rooms
D) Stretchable hallways instead of limited prefab 2 and 5 space hallways or a hallway system to match room sizes. When I try to add 2x2 rooms around a 4 way intersection, I find myself with either a 1 unit gap to complete the hallway or with with too much space between the 2x2 room and the next hallway. The current workarounds leave me with hallways with too many doorways.
E) Ability to control light "volume." Some situations make the room look overexposed when I turn on the lamps for the room. Think mood lighting. Sometimes I want the overexposed look like in a burning room or "fight" room. Sometimes I don't, like in a tavern or inn.
F) Ambient music volume control of a room. Right now it seems like when I turn on 3 rooms with different ambient sounds, they all sound equally loud in the 3 different rooms. The first issue is that the default volume levels of some of the sounds are louder than others. The second issue is that it would be nice for the ambient room sound to lessen in volume based on distance like in the hallways. I don't hear the hallway ambient sound when I'm in a large room, but I still hear the large room ambient sound when I'm in the hallway. Guess I'm saying this is a bug. But I do like hearing some of the large room ambient sound when I'm in the hallway, just at a lower volume or "muffled" volume as if I were hearing it in another room.
Decor
1) Windows
Matching interior windows with exterior windows. Both player buildings and Neverwinter map buildings (eg. Protector's Enclave Market Door can be interacted with as an "entrance" into the building. I want to be able to create at least a front room that matches the exterior of the building in terms of room size, windows and doorway.)
2) Doors
Matching interior doors with exterior doors - see windows reasoning above
3) Stairways
Interior stairways and stairwells both for large rooms and for leading into other floors.
4) Paintings
More paintings of locations. Large size medium size and small size. Large long horizontal (over the couch or fireplace)
5) Banners and wall tapestries
More banners that are "new."
More generic banners with selectable color options. 1 color, 2 color, 3 color. Gold trim, silver trim, bronze trim. Dragon emblem, sword emblem, crown emblem, jewel emblem.
6) Potted plants
More in general.
Looking for table top sizes as well as floor sizes.
Different flowers
7) Fireplaces
More in general. Different sizes and with lit as well as unlit versions. Hiding smoke from the small campfire is annoying as it flows up past the current fireplace top.
Fireplace big enough for a respawn point - not every adventure is outdoors.
8) Water fountains
Indoor water fountains both with and without running water.
Large but still fits in a large room logically.
Small - fits into a hallway nook.
Options for rounds, oblongs and rectangles pool bases.
9) Sewers - Really, if we got all this sewer material, where does all the clean water come from in the city?
9b) Clean water sources - with and without running water
a) water pumps if not faucets
b) THE KITCHEN SINK
c) Bathtubs
d) Showers
10) Upright cabinets and armoires
with and without hanging clothes
11) Silverware and dishes
a) Stacks of dIrty dishes and cups
b) Stacks of clean dishes
c) Piles of dirty silverware
d) Organized piles of clean silverware
e) Serving tray with food and drink on it
f) Serving tray with dirty dishes on it
12) Invisible walls
Not sure if this applies to invisible walls or to mobs, but I want to "block" off some of the mobs from my adventurer so you can see the animation of the mob, but there's no fighting triggered. I can get this to work with melee mobs, but the ranged mobs attack through the invisible wall. Maybe a trigger range can be set for the mobs? or can be affected by the placement of invisible walls?
NPCs
1) Ability to sit on chairs
2) interact with table items while sitting
3) Eating animation
4) Drinking animation while eating
5) Talking while sitting
6) Bug fix - while holding a book or scroll in environment animation, error occurs on close up when talking. Book or scroll stays in hand and passes through body as the hand gestures.
Encounters
1) End boss option
2) Dragons
COSTUMES TAB
Outfits
1) More non-armor outfits and single pieces for NPCs
2) Sandals
3) Shorts
4) Skirts
5) Underwear color changeable to match outfits
6) More underwear options for females or for specific outfits, automatic "hide" underwear feature.
7) More nobility clothing options (outfits and single pieces)
8) More peasant clothing options (outfits and single pieces)
9) Zen store outfits made available. Some or all.
Character Build
More control for templated NPCs - both outfits and physical appearance. I understand the limitation of clothing with sizing, but at least the ability to turn off parts of the templated outfit or replace parts of the templated outfit with the armor/clothing option instead of double clothing the NPC. I think double clothing is just as bad as resizing character beyond clothing limitations.
Requests for new game mechanics
STORYLINE TAB Multiple map out points -
like multiple dialog branches
eg. What's behind door #1, #2, #3? Door #1 takes me to Map A. Door #2 takes me to Map B. Door #3 take me to Map C. And the adventurer doesn't have to go through the doors in any particular sequence. Eg. I come into a village and there's 5 buildings. It would be nice to go "into" the buildings and have each building be an entrance to a new map. Or conversely, I start inside a tavern with multiple exit points, each taking me to a different map.
MAPS TAB
User placeable game loot or profession drops
Content driven by Cryptic, but location controllable by user. This is in addition to existing random drops. I want to make quest specific loot drops, but I want the loot to be non-Foundry.
Budget Limit Increase/Flexibility
Some way to request increase in NPC budget for a particular map. I understand there may be tradeoffs like reducing Mob budget, etc.
Functional Neverwinter Vendors
A special like a respawn point. Only 1 type per map or per quest? 1 is better than none Maybe limited to type of building environment?
1) Potions and skill kits vendor
2) Postal Courier
3) Bank - a feature that should be available if we're making a village or a city, etc.
Here's to wishing! :cool:
Waterclosets?!?, Really??? I think you mean "outhouses" or group outhouses...no plumbing back then Lol
Item Costumes for Portals, ie...gates, doors, portcullis. So we would be able to place a gate, door or whatever anywhere on any existing map to use as a way to get into the map we make.
Lol agreed no plumbing back then, but I brought it up because a sewer system implies technology to build an aqueduct. Also, we have giant pipes to build with already and water fountains. Water fountains require some kind of basic "plumbing" technology.
Underwear?!? and I thought I was OCD omg...we go commando here
Lol I wasn't trying to be OCD. I thought it was a foregone conclusion that we will always be stuck with having a base underwear outfit on every NPC. And if so, it would be nice to change the colors of it so it could at least match the outfits that go over it.
Like to see a "Kills player on contact" checkbox appear on the edit dialog for the "Slime Plane Flat" asset. That would be nice to have on any object really but that might be too deadly. Also have a "Kills Player Slowly" checkbox with a DPS field. Any player standing on said asset would take damage over time and eventually die if they stayed in contact with the asset. Authors would want to limit their use of this feature to areas where you want your player to be able to interact with stuff since you cannot interact properly with things while in combat and technically speaking, taking damage usually puts you into combat mode.
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
Lol I wasn't trying to be OCD. I thought it was a foregone conclusion that we will always be stuck with having a base underwear outfit on every NPC. And if so, it would be nice to change the colors of it so it could at least match the outfits that go over it.
I know you werent,. I was just pokin fun at you Lol
Like to see a "Kills player on contact" checkbox appear on the edit dialog for the "Slime Plane Flat" asset. That would be nice to have on any object really but that might be too deadly. Also have a "Kills Player Slowly" checkbox with a DPS field. Any player standing on said asset would take damage over time and eventually die if they stayed in contact with the asset. Authors would want to limit their use of this feature to areas where you want your player to be able to interact with stuff since you cannot interact properly with things while in combat and technically speaking, taking damage usually puts you into combat mode.
OMG...I soo like this Idea...could employ some wicked path traps and puzzle tiles. If being a thief er, ummm Rogue in this game actually meant anything for thief abilities that are described in Character generation, I would Sooooo put one at the very begining of every quest to force the group to let the Rogue be a Rogue and to deter those many zergers and loot hores from running off ahead and leaving the group behind.
More of a UI enhancement, but I'd like to be able to split screen in 3-d mode so I can drag an asset from a list and place/adjust it into the 3d environment.
Lo, the mighty Oak: Just a little nut who stood his ground.
More of a UI enhancement, but I'd like to be able to split screen in 3-d mode so I can drag an asset from a list and place/adjust it into the 3d environment.
wouldnt a second or multiple monitors and a good graphics card serve the same purpose
Dead bodies, not just body bags or skeletons
An entire Castle-themed set, not just dungeon
Rooms and corridors that can be sized/tweaked to fit my vision
Additional barricades
More campfire options (Large/medium bonfires, Campfires with spits and pots, maybe even one with a cauldron.)
Additional barricades
More campfire options (Large/medium bonfires, Campfires with spits and pots, maybe even one with a cauldron.)
You could build your own barricades by rotating benches/boards/chairs/tables/etc.
You can also take large bonfires and bury them partially below ground to make them smaller,
or also take a look at details searchi for "fx-" and there are several sizes of fires you can use,
so you might have to use two (or more) pieces - maybe some wood pieces rotated on end and
sunk below ground and add the fx- fire effect just above.
Edit: Oh, yeah - campfires with pots, and cooking spits exist already,
I'm using them both in my intro quest: Trouble in Conyberry
Has anyone actually even had there art requests in this thread done for them, or is this just a waste of time to post what we need here?
I'm just asking because I've gone through the whole thread and haven't seen one reply from them to let us know whether or not it's going to be added, working on it or it has been added to the foundry...there is just no interaction between us and them that I noticed.
I've even gone through the foundry and compared the list of requests here and didn't really notice that there was any thing added that was requested.
If I'm missing something, maybe I need to look when I'm more awake...or less frustrated.
Comments
Really, all I need is a amber-like crystal sphere, but colour and shape variation would be awesome.
was looking forward getting into the editor and generate some epic questing.
Due to lacking so many forms of triggers, mechanics & settings throw me off,
so I'm more discourage from making any content as of now.
Looking more forward to having things like
-set radius of triggers and emitters
-levers (doors, spawners, actions etc)
-fly mode (editing)
-combination & puzzle locks/traps
-Directional sound
-force cutscene ( focus zoom on object,mob,boss etc with text)
- quest triggers (as in solo)
- chests, rewards and lootible's
(understand the implications might have on economy,
but lets say you make a new inworld repository bank exclusive for foundry.
In this the author will place all available rewards that will turn up in his quests.
if the repository is empty, then quest either is taken offline or at entry of quest state no rewards will be given.
Another idea is also that author pay Zen / AD to keep it giving out rewards else offline)
Its a tip of the ice berg what I want,
as stated worked commercially on games before,
think I have more luck applying for a job :P
Anyway, keep up the good work,
hope to see a more elaborated editor in the future !
- More choices in Livestock. (Horses (not Armored or Saddled), Cows, Chickens (that move), Sheep, (Babies and full grown of all)
- Clothing (Folded and/or on display as in a market stall or tailor shop)
- ALOT MORE choices for Costumes on NPC's. (Especially Commoners! Everyone starts looking the same after a while.)
- More variety of furniture.
- More building pieces that are easier to fit with existing maps.
- A larger variety of clutter objects. Like skinned Chickens, Ducks & Geese hanging upside down, different looking mugs, plates, bottles, crates, barrels, food, books, Religious items, bones, bodies, etc.) Just more to clutter with.
- More doors and different styles (Both static and animated)
- More choices to interact with on existing world maps. (eg. The Job Board in Protectors Enclave)
- More choices for NPC poses like sitting in a chair or booth, leaning against a wall on one arm.
- Facial Hair on NPC's and the ability to change color.
- The big one for me is the ability to place more than 50 NPC's on a given map. (This makes a large City map look so barren especially if you place animals for a little variety or in a market stall)
- MORE MONSTERS!!!
- Mounted NPC's and Monsters
- More traps and triggers.
- Would also like to see the ability to move and rotate NPC's in 3-D mode for more accurate placement.
- The ability to ad cut scenes and small animations.
- And last but not least the ability to see "Contact, Wandering" working in the Foundry not just after it's published. (This might also be the case with the existing Chickens as well)
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 the were to do it...I'd never spend another second or penny on DDO, LOTRO, SWTOR. oh well...
Oh and things like tankards, pipes, magnifying glasses, detailed maps of areas in neverwinter (for hanging / displaying or that can be strewn about). Shelves, bookshelves, dishes, banquet tables with a full spread on them, fishing poles, weapons, armours, again etc, etc...
(The woman statue that you see around Protector's Enclave has several different version where her arms are in different positions - would be nice to have access to all of these for a start.)
What would really be nice is to also be able to take any npc that I create in the Foundry editor and give it a statue skin - stone, gold, bronze, etc. I'd like to be able to pose it too, but now I'm just talking crazy.
I could sit here all day and think of a gazillion more things, but let's start with these and all the other wonderful things others have mentioned.
Just a small note, the ability to resize and/or flip the assets we currently have would go a long way to making it feel like we had more assets. Even though we already have a lot, it is never enough.
There are like 6 already?
Have you even looked at the detail objects inn the Foundry yet?
Most of the stuff you are asking for already exists to some extent.
"Hall of Heroes" Guild Hall Example:
http://www.youtube.com/watch?v=f-HJ9vaO8J8
Encounter Matrix | Advanced Foundry Topics
As I said about lightening strikes "realistic"...there are none. Would like a lightening (realistic / forked) effect or cluster that covers map and strikes ground at random instead of just 1 effect striking the same place with different un-natural lightening strikes every time.
Yes, I have and there are no furnishing / items, animated or interactable (as in LOTRO or other MMO's) like interactive chests or dressers that have access controls (permissions), item slots, etc...but after seeing that youtube video, I'm going to look again when I am more awake Lol...I must have looked over them sleepy eyed.
I am new to the Foundry, I didnt see the stuff you have in you youtube video but I will do an indepth search...ty.
Very nicely done
I didn't see any in the editor.
Wasn't my video, but yes, definitely nicely done.
Encounter Matrix | Advanced Foundry Topics
This is my first attempt at building in the Foundry and so I'm only in the middle of designing my interior maps. I haven't started designing any exterior maps, yet, and therefore, I don't have many requests for external features at this time.
But here goes...
Requests to existing game elements
MAPS TAB
Specials
More door selections to match the selection in the decor
Rooms -
2) matching set of hallways to the existing small and medium size rooms (rock and brick)
3) 1 unit size rooms for broom closets, water closets, etc.
4) Bathroom
5) More boss rooms
6) More multi-floor height rooms or
7) Stackable rooms to create custom multi-story interior buildings
1 click exterior buildings that match interior room size dimensions and that can be "clumped" together with other 1 click exterior rooms. eg. 2 x 2 interior room has a corresponding 2x2 exterior generic building size.
C) Upstairs and downstairs access ways to the rooms
D) Stretchable hallways instead of limited prefab 2 and 5 space hallways or a hallway system to match room sizes. When I try to add 2x2 rooms around a 4 way intersection, I find myself with either a 1 unit gap to complete the hallway or with with too much space between the 2x2 room and the next hallway. The current workarounds leave me with hallways with too many doorways.
E) Ability to control light "volume." Some situations make the room look overexposed when I turn on the lamps for the room. Think mood lighting. Sometimes I want the overexposed look like in a burning room or "fight" room. Sometimes I don't, like in a tavern or inn.
F) Ambient music volume control of a room. Right now it seems like when I turn on 3 rooms with different ambient sounds, they all sound equally loud in the 3 different rooms. The first issue is that the default volume levels of some of the sounds are louder than others. The second issue is that it would be nice for the ambient room sound to lessen in volume based on distance like in the hallways. I don't hear the hallway ambient sound when I'm in a large room, but I still hear the large room ambient sound when I'm in the hallway. Guess I'm saying this is a bug. But I do like hearing some of the large room ambient sound when I'm in the hallway, just at a lower volume or "muffled" volume as if I were hearing it in another room.
Decor
Matching interior windows with exterior windows. Both player buildings and Neverwinter map buildings (eg. Protector's Enclave Market Door can be interacted with as an "entrance" into the building. I want to be able to create at least a front room that matches the exterior of the building in terms of room size, windows and doorway.)
2) Doors
Matching interior doors with exterior doors - see windows reasoning above
3) Stairways
Interior stairways and stairwells both for large rooms and for leading into other floors.
4) Paintings
More paintings of locations. Large size medium size and small size. Large long horizontal (over the couch or fireplace)
5) Banners and wall tapestries
More banners that are "new."
More generic banners with selectable color options. 1 color, 2 color, 3 color. Gold trim, silver trim, bronze trim. Dragon emblem, sword emblem, crown emblem, jewel emblem.
6) Potted plants
More in general.
Looking for table top sizes as well as floor sizes.
Different flowers
7) Fireplaces
More in general. Different sizes and with lit as well as unlit versions. Hiding smoke from the small campfire is annoying as it flows up past the current fireplace top.
Fireplace big enough for a respawn point - not every adventure is outdoors.
8) Water fountains
Indoor water fountains both with and without running water.
Large but still fits in a large room logically.
Small - fits into a hallway nook.
Options for rounds, oblongs and rectangles pool bases.
9) Sewers - Really, if we got all this sewer material, where does all the clean water come from in the city?
9b) Clean water sources - with and without running water
b) THE KITCHEN SINK
c) Bathtubs
d) Showers
10) Upright cabinets and armoires
with and without hanging clothes
11) Silverware and dishes
b) Stacks of clean dishes
c) Piles of dirty silverware
d) Organized piles of clean silverware
e) Serving tray with food and drink on it
f) Serving tray with dirty dishes on it
12) Invisible walls Ignore this item. I couldn't find a strikethru option so I put it into quotes to let you know that was my original post.
As it turns out, I discovered a bug with a couple of the invisible walls. The invisible walls are working as I requested with the exception of both "Invisible Cubes." I consistently get all mobs to aggro on me and they "escape" their cubes and attack.
NPCs
2) interact with table items while sitting
3) Eating animation
4) Drinking animation while eating
5) Talking while sitting
6) Bug fix - while holding a book or scroll in environment animation, error occurs on close up when talking. Book or scroll stays in hand and passes through body as the hand gestures.
Encounters
2) Dragons
COSTUMES TAB
Outfits
2) Sandals
3) Shorts
4) Skirts
5) Underwear color changeable to match outfits
6) More underwear options for females or for specific outfits, automatic "hide" underwear feature.
7) More nobility clothing options (outfits and single pieces)
8) More peasant clothing options (outfits and single pieces)
9) Zen store outfits made available. Some or all.
Character Build
Requests for new game mechanics
STORYLINE TAB
Multiple map out points -
eg. What's behind door #1, #2, #3? Door #1 takes me to Map A. Door #2 takes me to Map B. Door #3 take me to Map C. And the adventurer doesn't have to go through the doors in any particular sequence. Eg. I come into a village and there's 5 buildings. It would be nice to go "into" the buildings and have each building be an entrance to a new map. Or conversely, I start inside a tavern with multiple exit points, each taking me to a different map.
MAPS TAB
Content driven by Cryptic, but location controllable by user. This is in addition to existing random drops. I want to make quest specific loot drops, but I want the loot to be non-Foundry.
Budget Limit Increase/Flexibility
Functional Neverwinter Vendors
1) Potions and skill kits vendor
2) Postal Courier
3) Bank - a feature that should be available if we're making a village or a city, etc.
Here's to wishing! :cool:
Waterclosets?!?, Really??? I think you mean "outhouses" or group outhouses...no plumbing back then Lol
Lol I wasn't trying to be OCD. I thought it was a foregone conclusion that we will always be stuck with having a base underwear outfit on every NPC. And if so, it would be nice to change the colors of it so it could at least match the outfits that go over it.
...or....MAGIC!
Encounter Matrix | Advanced Foundry Topics
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
I know you werent,. I was just pokin fun at you Lol
OMG...I soo like this Idea...could employ some wicked path traps and puzzle tiles. If being a thief er, ummm Rogue in this game actually meant anything for thief abilities that are described in Character generation, I would Sooooo put one at the very begining of every quest to force the group to let the Rogue be a Rogue and to deter those many zergers and loot hores from running off ahead and leaving the group behind.
NPCs sitting in chairs
treasure chest with gold (just for show)
Moving secret passages
Mimics
Quest Title: Don't "Count" on it - Ch. 1
Short Code: NW-DQ3H4MXKG
Duration: 15-20 minutes
DAILY FOUNDRY ELIGIBLE? Yes!
edited...please remove from thread
Quest Title: Don't "Count" on it - Ch. 1
Short Code: NW-DQ3H4MXKG
Duration: 15-20 minutes
DAILY FOUNDRY ELIGIBLE? Yes!
wouldnt a second or multiple monitors and a good graphics card serve the same purpose
An entire Castle-themed set, not just dungeon
Rooms and corridors that can be sized/tweaked to fit my vision
Additional barricades
More campfire options (Large/medium bonfires, Campfires with spits and pots, maybe even one with a cauldron.)
Storming Monte Hall NW-DRAQHLR54
You can make your own -- just use NPC's and set their behavior/animation to "dead body."
I'm doing that in my quest: Tendrils of the Underdark
You could build your own barricades by rotating benches/boards/chairs/tables/etc.
You can also take large bonfires and bury them partially below ground to make them smaller,
or also take a look at details searchi for "fx-" and there are several sizes of fires you can use,
so you might have to use two (or more) pieces - maybe some wood pieces rotated on end and
sunk below ground and add the fx- fire effect just above.
Edit: Oh, yeah - campfires with pots, and cooking spits exist already,
I'm using them both in my intro quest: Trouble in Conyberry
Encounter Matrix | Advanced Foundry Topics
I'm just asking because I've gone through the whole thread and haven't seen one reply from them to let us know whether or not it's going to be added, working on it or it has been added to the foundry...there is just no interaction between us and them that I noticed.
I've even gone through the foundry and compared the list of requests here and didn't really notice that there was any thing added that was requested.
If I'm missing something, maybe I need to look when I'm more awake...or less frustrated.
http://nw-forum.perfectworld.com/showthread.php?201931-Patch-Notes-NW-1-20130416a-16
Which contained:
- Players may now report Terms of Service violations when dropping a Foundry quest.
- Foundry experience has been tweaked for balancing purposes.
Pretty anemic. Crypticmapolis posts seem to be red herrings at the moment, but it has only been a few weeks.
Encounter Matrix | Advanced Foundry Topics