Andy, If i get 10 "five star" rated quest made on the Foundry, will you buy me dinner?
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited February 2013
Just sayin the Foundry for both author and player will be TOTALLY free (mentioned by multiple dev posts you can read up on in the dev tracker, but if you wish players you MAY tip your authors Astral Diamonds,) so if a person wants to amend their question, they may.
Just sayin the Foundry for both author and player will be TOTALLY free (mentioned by multiple dev posts you can read up on in the dev tracker.
Sorry for going OT but couldn't find this anywhere.
Are you saying that there are not, nor will there be any time soon, microtransactions for new Foundry content? I find this hard to believe and if there isn't I'm pretty disappointed. If they don't monetise it, they're not going to keep making content for it. I feel that would be missing a trick in a big way.
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jaffrojonesMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Sorry for going OT but couldn't find this anywhere.
Are you saying that there are not, nor will there be any time soon, microtransactions for new Foundry content? I find this hard to believe and if there isn't I'm pretty disappointed. If they don't monetise it, they're not going to keep making content for it. I feel that would be missing a trick in a big way.
If I had to guess, there will be micro-transactions for Foundry things. If nothing else, there will be Official adventures made by developers that will be need to be purchased by ourselves if we want to play. Then, after those are out and they used new tile sets and things like that, Foundry users will then have the option of buying them so they can develop with them. They might even do things like have you pay if you want to use Elminster as an NPC.
Again, guessing, but that's what I see happening.
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providenttMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited February 2013
Yeah that would be ideal. I probably wouldn't pay for named NPCs (I'll just rename a generic NPC to whatever I want), but I can see myself throwing money at new tilesets, races, trigger items etc. Plus premium adventure packs too.
Sorry for going OT but couldn't find this anywhere.
Are you saying that there are not, nor will there be any time soon, microtransactions for new Foundry content? I find this hard to believe and if there isn't I'm pretty disappointed. If they don't monetise it, they're not going to keep making content for it. I feel that would be missing a trick in a big way.
They will not monetize foundry content.
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providenttMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
I'd ask "Why did you choose to make a D&D-themed MMO instead of a D&D MMO when DDO proves it can work?"
Actually DDO is also a D&D themed MMO not a D&D MMO, Neverwinter Nights 1&2 Persistent Worlds are the D&D MMOs. DDO for what it's worth has long been a D&D 3.5e inspired MMO for a very long time.
But to Andre's question... well I would ask the Squeeze a detailed plan of the classes and races. Time table, whats on the list, how they will implement it, will it be free. More percisely the race of the Deva... and if I don't get the answer I want for my Deva then I'll abduct him and use Andy as a bargaining chip with Cryptic to get the Deva race sooner than later if ever and some more divine classes.
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muzrub333Member, Neverwinter Beta UsersPosts: 0Arc User
edited February 2013
Andy, who does your hair? It's fabulous!
Also how about some crafting / harvesting info please.
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morbicMember, Neverwinter Beta UsersPosts: 0Arc User
edited February 2013
If a Cleric of Selune and a Cleric of Shar walk into a bar, what would happen?
1) I'm very interested about how a UGC dungeon and the monsters within scale with the level of the players entering that dungeon. So if I have a group of crazy kobolds trying to ressurect their warrior chief (level 1-2 in old AD&D money) and that adventure is played by L60 players, then do the kobolds end up being the equivalent of L60 monsters?
Likewise, could you also have the situation where L1-2 players come up against say a pit-fiend?
2) Has a listing of monsters been released yet, a Neverwinter Monster Manual?
1) I'm very interested about how a UGC dungeon and the monsters within scale with the level of the players entering that dungeon. So if I have a group of crazy kobolds trying to ressurect their warrior chief (level 1-2 in old AD&D money) and that adventure is played by L60 players, then do the kobolds end up being the equivalent of L60 monsters?
Likewise, could you also have the situation where L1-2 players come up against say a pit-fiend?
2) Has a listing of monsters been released yet, a Neverwinter Monster Manual?
Many thanks
From the foundry videos provided, they don't specify level ranges but they do specify difficulty. One could assume that they scale to the adventurers level.
If the monster database is limited, you do have the option of reskinning every mob in your dungeon to dozens of available skins. You can also further customize those skins with armor sets and their physical features.
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popsook69Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited February 2013
My question would be. What is your plan, post launch for supporting NWO? i.e. If you could provide percentages for them, what areas will your team focus on post launch? New content? new classes? bugs? etc.
1) I'm very interested about how a UGC dungeon and the monsters within scale with the level of the players entering that dungeon. So if I have a group of crazy kobolds trying to ressurect their warrior chief (level 1-2 in old AD&D money) and that adventure is played by L60 players, then do the kobolds end up being the equivalent of L60 monsters?
Likewise, could you also have the situation where L1-2 players come up against say a pit-fiend?
2) Has a listing of monsters been released yet, a Neverwinter Monster Manual?
Many thanks
1) From what I have seen if you put kobolds in there it will scale to the level of the player or group that is in the adventure. You don't really define the stats of the monster just the type. So if a lvl 1 group goes in the kobolds will have lvl 1 stats but if a group goes in is lvl 20 the kobolds will have lvl 20 stats. The same thing works in reverse if you put a great wyrm dragon in a dungeon and a group of lvl 1 people go in it will be a wussy little great wyrm dragon that a bunch of lvl 1 characters can kill.
2) No listing of monsters I am sure we will start seeing something after Friday when the closed beta starts.
Ahem, much thanks to everyone who's participated to this point! I believe we'll get answers to much of what's asked here on my show. We'll have to see how much time we have. But I promise, it will be a show worth tuning in for!
PS: Feel free to keep asking away... but at this point, I have more topics to discuss than I'll have time. If I see a must-ask question, or a funny one that I have the cojones to ask Andy or my other special guest, you can bet I'll try to squeeze it in.
Will there be a hair salon in Neverwinter? I could use a hot oil treatment and some color!
(more info on character customization! )
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade! Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
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I had a lot of questions, now i just want to get going in real life skellie bashing
Andy were you drunk when you started beta and only had one healing class to play for everyone? The lack of healers is going to be the downfall of this game. Most of player’s time is wasted in this game sitting in Q waiting for a healer to join the group. If one does show up there is a 50% chance he sucks and the team fails. All this talk about a Ranger/Hunter class coming next...really...really...you can’t see that we don’t need another DPS right now. No one ever says “Dang if we just can get another dps we would have beat that boss”. You need to do 3 things for this game's owners to keep its current player base and attract more.
1. Add another healer class. Bard or Druid. Or both.
2. Fix the Aggro control of the tank and add some dps for them so people just dont play CW and TR.
3. Nerf Rouges a bit to bring them in line with other dps so we don’t have 4 million rouges in PVP. (I could go off about how lame and broke pvp is but I will save that for another time).
Then you can add your dps class. All you’re doing is adding another option for players that make’s the current healer situation worse!
Comments
My one question:
When will you offer the bard class?!
(Glad somebody brought up crafting, thanks!)
IF I had a second question I'd add when is shared bank/guild bank slots?
Sorry for going OT but couldn't find this anywhere.
Are you saying that there are not, nor will there be any time soon, microtransactions for new Foundry content? I find this hard to believe and if there isn't I'm pretty disappointed. If they don't monetise it, they're not going to keep making content for it. I feel that would be missing a trick in a big way.
If I had to guess, there will be micro-transactions for Foundry things. If nothing else, there will be Official adventures made by developers that will be need to be purchased by ourselves if we want to play. Then, after those are out and they used new tile sets and things like that, Foundry users will then have the option of buying them so they can develop with them. They might even do things like have you pay if you want to use Elminster as an NPC.
Again, guessing, but that's what I see happening.
They will not monetize foundry content.
If they don't want all the money I and so many others would throw at them for extra content, fine.
http://www.gdcvault.com/play/1016471/User-Generated-Content-In-MMOs
Thanks for that link, it's great. I still have questions/concerns but I'll stop hijacking this thread and make a new thread about it instead.
Actually DDO is also a D&D themed MMO not a D&D MMO, Neverwinter Nights 1&2 Persistent Worlds are the D&D MMOs. DDO for what it's worth has long been a D&D 3.5e inspired MMO for a very long time.
But to Andre's question... well I would ask the Squeeze a detailed plan of the classes and races. Time table, whats on the list, how they will implement it, will it be free. More percisely the race of the Deva... and if I don't get the answer I want for my Deva then I'll abduct him and use Andy as a bargaining chip with Cryptic to get the Deva race sooner than later if ever and some more divine classes.
Also how about some crafting / harvesting info please.
Foundry Content:Guide - Custom Channels and List (NW-DHBU9OTOS)
Asset upgrading poll.
Two loud clanging noises, followed by two thuds?
Then hopefully some kind of sign on the bar so nobody walks into it again.
1) I'm very interested about how a UGC dungeon and the monsters within scale with the level of the players entering that dungeon. So if I have a group of crazy kobolds trying to ressurect their warrior chief (level 1-2 in old AD&D money) and that adventure is played by L60 players, then do the kobolds end up being the equivalent of L60 monsters?
Likewise, could you also have the situation where L1-2 players come up against say a pit-fiend?
2) Has a listing of monsters been released yet, a Neverwinter Monster Manual?
Many thanks
From the foundry videos provided, they don't specify level ranges but they do specify difficulty. One could assume that they scale to the adventurers level.
If the monster database is limited, you do have the option of reskinning every mob in your dungeon to dozens of available skins. You can also further customize those skins with armor sets and their physical features.
1) From what I have seen if you put kobolds in there it will scale to the level of the player or group that is in the adventure. You don't really define the stats of the monster just the type. So if a lvl 1 group goes in the kobolds will have lvl 1 stats but if a group goes in is lvl 20 the kobolds will have lvl 20 stats. The same thing works in reverse if you put a great wyrm dragon in a dungeon and a group of lvl 1 people go in it will be a wussy little great wyrm dragon that a bunch of lvl 1 characters can kill.
2) No listing of monsters I am sure we will start seeing something after Friday when the closed beta starts.
PS: Feel free to keep asking away... but at this point, I have more topics to discuss than I'll have time. If I see a must-ask question, or a funny one that I have the cojones to ask Andy or my other special guest, you can bet I'll try to squeeze it in.
Truly, thanks all - great community here.
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(more info on character customization! )
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade!
Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
| R. A. Salvatore | My Minions | Forgotten Realms Wiki | Elven Translator |
"When I create my first character and enter Neverwinter, what is my end goal?"
I had a lot of questions, now i just want to get going in real life skellie bashing
1. Add another healer class. Bard or Druid. Or both.
2. Fix the Aggro control of the tank and add some dps for them so people just dont play CW and TR.
3. Nerf Rouges a bit to bring them in line with other dps so we don’t have 4 million rouges in PVP. (I could go off about how lame and broke pvp is but I will save that for another time).
Then you can add your dps class. All you’re doing is adding another option for players that make’s the current healer situation worse!