Just learning The Foundry & while doing so I am formulating an idea of what I would like to achieve down the road. I've done some testing & can't find a way for this happen, so now I'm asking.
My situation is I would like to have a quest item passed from quest to quest, because I don't want to subject my player(s) to a long drawn out quest, but rather give them the ability to play it in 20 minute increments-- when they have time.
I've tried making the same item in 2 different quests to see if the game simply checks for identical items. I ran the first quest, received the item, ran the second quest with the item still in my inventory & the game didn't acknowledge it.
The basic idea is a progressive story where in order to do Part II you need to have done Part I hence the desire to have an item passed along.
If the item is required by the quest, you need not make it an Item at all. Just refer to it in the sequel installments. Pretend it's already in the bag.
If it is an optional item that you want to use to make things more interesting in later quests... well then you need to get a little fancy. I have a device like this in the last 2 quests in my campaign... it's basically an "item check" step as the first objective in the quest.
If they pass the check, they get an invis wall that prevents them from going forward until they interact with it to take the item.
Edit: Reread that last bit you posted - seems like you'd use option #2 that I listed. For the Item Check, I basically give them a passcode at the end of the previous quest. They use that passcode to unlock the items in the next quest.
Not sure that it's ultra-necessary to lock people out of later installments. It's hard enough getting plays sometimes. If someone wants to jump into part 4 of my quest without doing the first three... well, I'll take what I can get!
dracisetbaMember, Neverwinter Knight of the Feywild UsersPosts: 8Arc User
edited December 2013
Howdy,
I appreciate your feedback & while I don't understand all of it yet, I will work on it knowing there is/may be a way. I understand from what I've read it is hard to even get a person to play your quest.
My vision is to create a campaign where the player moves through the story & gains...hmm...prestige(?) as they complete more & more tasks for the NPC. The item would be given to the NPC & in return the NPC would drop an upgraded item into their inventory, so in the next quest the NPC would recognize the player's previous work for them...if that makes sense.
Using a code would be way to go, however I'd prefer not to break the 4th dimension.
I'm going to come back & read your response again once I have more xp with The Foundry. For now I will continue to play with it & learn.
I too would like to see permanent items in the Foundry that are sustained outside it. Permanent Items could be part of the Asset Budget.
The secondary difficulty is space so I'd like to see a foundry inventory - this would also take away the reluctance of authors to create multiple optional items in a Quest because of the burden on b/pack space.
Should permanent items not be possible the mechanic could be achieved (for optional quests) by allowing foundry achievements to be awarded - this could reflect a whole range of situations such as choices between letting mobs live or killing them.
But in general I'd also say don't lock people out of your quests - assume that required parts in previous quests are completed (and have starting npc award them); and you could even give them a pop-quiz regarding optional side-quests and award optional items based on responses - this is in effect what I'll probably incorporate into the romance mechanic I'll be working on.
PS. Oh what a coincidence that all I've said above would mean we could actually put in place sustainable romances across a Campaign Spooky
Comments
If it is an optional item that you want to use to make things more interesting in later quests... well then you need to get a little fancy. I have a device like this in the last 2 quests in my campaign... it's basically an "item check" step as the first objective in the quest.
If they pass the check, they get an invis wall that prevents them from going forward until they interact with it to take the item.
Edit: Reread that last bit you posted - seems like you'd use option #2 that I listed. For the Item Check, I basically give them a passcode at the end of the previous quest. They use that passcode to unlock the items in the next quest.
Not sure that it's ultra-necessary to lock people out of later installments. It's hard enough getting plays sometimes. If someone wants to jump into part 4 of my quest without doing the first three... well, I'll take what I can get!
I appreciate your feedback & while I don't understand all of it yet, I will work on it knowing there is/may be a way. I understand from what I've read it is hard to even get a person to play your quest.
My vision is to create a campaign where the player moves through the story & gains...hmm...prestige(?) as they complete more & more tasks for the NPC. The item would be given to the NPC & in return the NPC would drop an upgraded item into their inventory, so in the next quest the NPC would recognize the player's previous work for them...if that makes sense.
Using a code would be way to go, however I'd prefer not to break the 4th dimension.
I'm going to come back & read your response again once I have more xp with The Foundry. For now I will continue to play with it & learn.
Thanks!
The secondary difficulty is space so I'd like to see a foundry inventory - this would also take away the reluctance of authors to create multiple optional items in a Quest because of the burden on b/pack space.
Should permanent items not be possible the mechanic could be achieved (for optional quests) by allowing foundry achievements to be awarded - this could reflect a whole range of situations such as choices between letting mobs live or killing them.
But in general I'd also say don't lock people out of your quests - assume that required parts in previous quests are completed (and have starting npc award them); and you could even give them a pop-quiz regarding optional side-quests and award optional items based on responses - this is in effect what I'll probably incorporate into the romance mechanic I'll be working on.
PS. Oh what a coincidence that all I've said above would mean we could actually put in place sustainable romances across a Campaign Spooky