test content
What is the Arc Client?
Install Arc

Suggestions to Improve Foundry.

darthteagan1darthteagan1 Member, Neverwinter Beta Users Posts: 0 Arc User
edited November 2013 in The Foundry
1. More Enjoyable Rewards

Right now most rewards are completely useless. Why run an hour dungeon that somebody put effort into if I'm going to get nothing out of it other than XP?

Here's a solution.

Have custom rewards.
If you've ever played with the Neverwinter Nights 2 toolset, the weapon/armor designer is along the lines of what I'm thinking. If you haven't the slightest clue what that is, allow me to summarize.

Basically, you can play around with different weapon/armor models currently in the game, matching different hilts and blades (for weapons) or armor pieces to create a unique appearance for your item and assign stats to it. The armor designer is already somewhat in the game for when you are designing NPC appearances.

This creates a problem in itself however:
One could easily make an item with absurd stats on it, making it ridiculously overpowered.

Solution: Make the item based on a point system..

*These points could be increased/decreased by how long it takes to complete the quest*

I.E. Let's say you want to reward your players with a Staff of Awesome.

You are given a point limit, let's put it at 100 points.
Appearance has no effect on the point limit.
You are shown a common(white) quality staff, with the option to name it,
  • You can upgrade it to an uncommon(green) or rare(blue) for 50/75 points
  • Adding a stat that scales to the players level. 25 points.
  • Adding elemental damage to it(weapons only). 25 points
Etc.

These rewards not only encourage Foundry missions, but add player diversity in that no two player created armor sets are going to be alike.
Right now, every player looks exactly like their respective class player base at their level.
But with player created armor/weapons, now that creates more diversity within class appearances; so on and so forth.

2. Custom Bosses
Have a separate encounter page for boss design, these bosses would scale based on the amount of players in the group.
  • You can choose how many bosses would be in this encounter, (I.E a sort of Council encounter)
  • All monsters currently in the game available to be a boss (including dragons)
  • A mechanic panel: here you could outline when adds(customizable) appear and spells that the creature has. For example, an ice dragon named Valixstraza spawns adds at 50% health, and you could set where those adds spawn at. You could give him an ability to call down an ice storm on the player, or a breath beam type of attack, with a modifiable duration.

What do you guys think? Any other changes you would make to Foundry?
Post edited by darthteagan1 on

Comments

  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited November 2013
    1. More Enjoyable Rewards

    Right now most rewards are completely useless. Why run an hour dungeon that somebody put effort into if I'm going to get nothing out of it other than XP?

    Here's a solution.

    Have custom rewards.
    If you've ever played with the Neverwinter Nights 2 toolset, the weapon/armor designer is along the lines of what I'm thinking. If you haven't the slightest clue what that is, allow me to summarize.

    Basically, you can play around with different weapon/armor models currently in the game, matching different hilts and blades (for weapons) or armor pieces to create a unique appearance for your item and assign stats to it. The armor designer is already somewhat in the game for when you are designing NPC appearances.

    This creates a problem in itself however:
    One could easily make an item with absurd stats on it, making it ridiculously overpowered.

    Solution: Make the item based on a point system..

    *These points could be increased/decreased by how long it takes to complete the quest*

    I.E. Let's say you want to reward your players with a Staff of Awesome.

    You are given a point limit, let's put it at 100 points.
    Appearance has no effect on the point limit.
    You are shown a common(white) quality staff, with the option to name it,
    • You can upgrade it to an uncommon(green) or rare(blue) for 50/75 points
    • Adding a stat that scales to the players level. 25 points.
    • Adding elemental damage to it(weapons only). 25 points
    Etc.

    These rewards not only encourage Foundry missions, but add player diversity in that no two player created armor sets are going to be alike.
    Right now, every player looks exactly like their respective class player base at their level.
    But with player created armor/weapons, now that creates more diversity within class appearances; so on and so forth.

    2. Custom Bosses
    Have a separate encounter page for boss design, these bosses would scale based on the amount of players in the group.
    • You can choose how many bosses would be in this encounter, (I.E a sort of Council encounter)
    • All monsters currently in the game available to be a boss (including dragons)
    • A mechanic panel: here you could outline when adds(customizable) appear and spells that the creature has. For example, an ice dragon named Valixstraza spawns adds at 50% health, and you could set where those adds spawn at. You could give him an ability to call down an ice storm on the player, or a breath beam type of attack, with a modifiable duration.

    What do you guys think? Any other changes you would make to Foundry?

    For the reward, I think it would be better if the points could be put into stat ratios (For example: If I put 90 points in power and the other ten in regeneration, the item would have a lot of power and a little regeneration as well, if I removed the points from regeneration and put them in power as well, the item would have even more power but no other stats.) and then decide item quality based on average quest duration with item quality being increased a tier for level 60 items since it is so easy to get blue items and purples are about the same rarity as blues are while leveling. I think it would also be good if they made unique foundry items a rare drop rather then automatic so they can be somewhat useful when they drop rather then still being vendor junk. For example, under my system someone would open the loot menu somehow (Probably another tab like the quest item, map, and story tabs among other things.) and select an item for the rare drop. Lets just say I select weapon, I would then have to make on for each class. Since my main is a rogue, I would probably start with that. I would then assign points and fill out blanks to make something like this.


    (Please note I am just listing the stats I would use on this item, not every stat in the game. These are point assignments and not actual stats as the item would scale to player level.)

    Critical strike: 40 points.
    Power 30 points.
    Life steal: 10 points.
    Recovery: 5 points.
    Maximum hit points: 15 points.

    I would then name it and select the appearance model from something in the game. (For armor, they could add the option to color it using the costume editor system as well.) I have never seen elemental damage on weapons in this game so I don't know what you mean by that.

    I was going to put an alternate idea for bosses here as well but your idea is the exact same as mine.
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • harkennot1harkennot1 Member Posts: 19 Arc User
    edited November 2013
    Suggestions: Improvements for Foundry.
    • Earned slots for skilled foundry building - eliminates the crazy numbers of goofy foundry builds that no one plays and are difficult to sort out as a player. Earn more slots through a combination of plays and positive reviews.
    • Delete old foundrys that are underplayed and badly reviewed after 6 months. There is way too much poorly designed content
    • Automate vetting (and workload) on game producer staff by making featured quests emerge from plays + reviews.
    • Flag "Foundry Cartels" by tracking unusual clusters of positive and negative reviews.
    • Increase rewards in foundrys based on playtime.
    • Provide an increased palette for foundry builders who score plays and positive rewards. This essentially creates a leveling system for foundry builders that increases capability (slots monsters treasure models content) for skilled builders.
    • Put new foundrys into an optional "NEW FOUNDRY" category for players - like daily foundry but makes newly created quests a benefit to play. This addresses the lack of plays issues and encourages new material creation and review.


    "Thesin's Prophetic Eye" is the central quest of a three part campaign - Thesin's Demise
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited November 2013
    harkennot1 wrote: »
    [*]Flag "Foundry Cartels" by tracking unusual clusters of positive and negative reviews.


    That could cause issues for good quests, if everyone rates it five stars because they like it, suddenly everyone who played it would get flagged as a "Foundry Cartel".
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • ysil6969ysil6969 Member Posts: 42 Arc User
    edited November 2013
    So many things that the foundry needs. I've been waiting for it to recieve a huge update before going back to quest building.

    1. It's WAY to linear. There needs to be branching quest paths, things need to be able to activate on if and then scenerios. I.e: If player selects option 2 in dialogue then the quest branches down a quest path where you burn down the orphanage, Option 1 sends you down a branch where you silenlty assassinate a monarch. Both lead to quest completion.

    Edit: and the ability to carry quest choices forward through compaigns.

    2. Inserting skill nodes and treasure chests. To prevent exploitation make it assigned to a difficulty rating. For x amount of difficulty rating you can play x amount of chests or nodes. Example: If you build an arena with a bunch of easy rated battles, your placement options are very limited. Basically one skill node or chest. The more numerous difficult encounters there are, the more you can place. With there being a hardcap per map/quest.

    3. Adding the ability to "actually" add npc's as proper companions for the duration of the quest. Not just a guard friendly encounter.

    4. Cutscenes. Or at least auto initiated dialogue.
Sign In or Register to comment.