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Requests: Standard Content not available in Foundry

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  • mrgiggles651mrgiggles651 Member Posts: 790 Arc User
    edited December 2013
    Try the dungeons and skirmishes. The chasms skirmish map doesnt appear in Foundry.

    Im no longer making foundries and only access the forums via mobile, so im not going to go out of my way to take screens. (Doing attachments via mobile is a pain)
    I wasted five million AD promoting the Foundry.
  • mrgiggles651mrgiggles651 Member Posts: 790 Arc User
    edited December 2013
    Just from the top of my head and just from the recover the crown questline alone:
    4-5 different types of dead bodies
    Human sized armored statue with spike helmet
    All of the questline maps, both in their original and new versions (that's 6-7 maps)
    The 'two steps down' sewer room where the door is 5-6 feet up the wall
    The rotating bookshelves
    The short radius light used to highlight the crown chest itself
    The sparkly vfx holding up the crown
    The knockback trap on the crown chest
    Etc...

    Plus if you want to consider the tutorial maps part of the crown quest:
    The two tutorial maps
    Placeable landing spots for incoming artillary/catapults
    Placeable red damage zones for those incoming catapults
    Small dragon skeleton
    The sky from the second tutorial map

    Etc etc.
    I wasted five million AD promoting the Foundry.
  • thylbanusthylbanus Member Posts: 21 Arc User
    edited December 2013
    kithlis wrote: »
    General
    Single-player Boss Encounters
    Every instanced zone from the tutorial on the Sleeping Dragon Bridge to Celadain.
    (Yes, 5-man dungeon bosses are cool, but they aren't the only bosses that could be used.)
    (Yes, also understand that the reward system needs a desired update before we get any bosses.)

    Timers
    This is present in the Cryptic Quest where you escort Dorothea Linkletter through the sewers. If a potion is not administered soon enough after she gets frightened, she transforms and must be subdued.
    (Timers can also be seen anytime a player is crowd-controlled.)

    Levers
    Can be seen in most small instances and dungeons. Flip the switch to open the gate, etc.

    Merchants
    Can be seen in every quest hub in normal content.
    (Would not need to be anything fancy - regular potion/kits would be nice, but at least some way to sell off loot to make bag space would be a great start.)

    Skill Nodes
    All over the world.
    (Understand concern about exploiters. Perhaps limits - 1/map; daily eligible to unlock; etc)

    Stackable Quest Items
    Items dropped for normal quests stack if they are the same.

    Variety of Respawn Points
    This can be seen in Mt. Hotenow, there is a respawn point that is a tall tree, rather than the standard fire.
    Perhaps we can be given the blue-circle effect with no graphic as a respawn?

    Attackable Items
    This can be seen in several places, such as the Catapults in Sharandar or the Crane-gears in Whispering Caverns.

    Cutscenes
    All over. Nearly every small instance has a quick cutscene of the boss. Sharandar zones have multi-shot cutscenes.

    Multi-Character Dialogue
    Plaguetower quest: first conversation in the quest; you talk to Knox and during that same dialog camera turn to Linkletter and back to Knox.
    (Might be scripted, but desired if possible in Foundry)

    ...

    Don't see it in-game yet? Request in the Official Art Asset Request Thread:
    http://nw-forum.perfectworld.com/showthread.php?122111-Art-Asset-Requests
    We are awarded titles and whatnot for our works in Foundry, right? Why not have any of these tied to those awards? If I'm publishing a dozen quests a year and I'm consistently getting high marks, why not open up more controversial items over to the better published authors? In this way good authors are rewarded for their good work beyond titles and ADs. Conversely, if someone is constantly authoring schlock, they will have some of the normal rights to publish reduced or even suspended should a violation be bad enough (copyright violation, hateful content, etc.).
  • mrgiggles651mrgiggles651 Member Posts: 790 Arc User
    edited January 2014
    Death Forge lair:
    Texture or geometry shifting on assets (entry to lair boss)
    Lair boss summons object
    Lair boss as a costume
    Random animations selected from a list (you get either waving fresh air in front of your nose or a generic use type animation when destroying the five dead bodies. Run the lair twice and you will see different animations get used on the same body)
    The map itself

    Phantasmal Fortress:
    8-10 different planets/nebulae
    Various vfx animated people (wall/ceiling walkers)
    Tiltable rooms (not the stuff in them, the tiles are tilted)
    Several arches in decreasing sizes
    Destroyable placeables (lair boss)

    Etc.

    Vfx animated people are actually in launch content (they exist in icespire peak lairs)

    We were told back in beta and at launch foundry authors would be able to make anything the official game made. Sadly, this has never been the case. I'm going to stop posting things that are missing, its not worth it.
    I wasted five million AD promoting the Foundry.
  • theboogieman69theboogieman69 Member Posts: 12 Arc User
    edited January 2014
    I think there are a few items missing off your list, even though it is pretty thorough.

    1. Allow 2-3 skill nodes per map.

    2. Allow 1 normal Treasure Chest (with Cryptic's randomizer installed, to allow control to cryptic), these are in nearly every map from the developers content. Sometimes even 2 or 3.

    3. Fix the issue of not being able to raise or lower a room. I noticed you can adjust a few room pieces based on a platform, in a drop down menu. It would be easy to add a "User Input" to the drop down menu and allow us to input a Y for the room.

    4. Increase the number of rooms to 75 or so. Especially since hallways count against that allowed number.

    5. In the encounters, give more individual control over the mobs. It's good if you want to quickly add a group of melee, ranged, or mixed. Sometimes you want a different feel to the encounter and cannot adjust these encounters. They need to make these monsters available individually, as well.

    6. In the adventure section, of the encounters, there are several missing classes. Add them in as well.

    These are just some of the things I have noticed so far in working with Foundry. More may come to light as I dig deeper into it.
  • sylvialynnsylvialynn Member Posts: 160 Arc User
    edited March 2014
    If not posted yet (sorry not enough time to read everything) the bridges from Phantasmal Fortress. The invisible ones that have a ghostly look to them when you near.
  • sylvialynnsylvialynn Member Posts: 160 Arc User
    edited March 2014
    And since I almost forgot, most NPC costumes. Dressing everything up in class gear drops variety a bit. For enemies this isn't bad, but when I want to make regular NPCs all I have the choice of is to go with a premade or use regular shirt and pants. Options like hats (regular caps, feathered caps, etc) and capes and such to make our NPCs ours.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited March 2014
    sylvialynn wrote: »
    If not posted yet (sorry not enough time to read everything) the bridges from Phantasmal Fortress. The invisible ones that have a ghostly look to them when you near.

    We do have a green/misty "ghost" bridge, is this it:
    N130907-12.jpg
  • sylvialynnsylvialynn Member Posts: 160 Arc User
    edited March 2014
    eldarth wrote: »
    We do have a green/misty "ghost" bridge, is this it:
    N130907-12.jpg
    Really?
    I been looking everywhere for it. I been through the objects a thousand times and never seen it.
  • mlegermleger Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 147 Bounty Hunter
    edited March 2014
    What is the request: Floating Magnifying Glass
    Where do you see it in Cryptic quests: Currently not in Game
    Reason: So it can be setup as intractable for foundry builders to give room descriptions or allow the player to search for items

    What is the request: Floating Ear
    Where do you see it in Cryptic quests: Currently not in Game
    Reason: So it can be setup as intractable for foundry builders to give room descriptions or allow the player to search for items

    What is the request: Floating Skull
    Where do you see it in Cryptic quests: Artifact Quest
    Thorin Oakenshield - 60 DC | Floki Longarm - 60 TR | Tiny Tank - 60 GWF
    Stand your Ground NW-DNBHK74ML
  • eldartheldarth Member Posts: 4,494 Arc User
    edited March 2014
    sylvialynn wrote: »
    Really?
    I been looking everywhere for it. I been through the objects a thousand times and never seen it.

    Yep. I'm using it in my "Arena of Calimport" ending.
    I jumped into Foundry and it's called "FX - Magical Ghost Bridge"
  • imaginaerum1imaginaerum1 Member, NW M9 Playtest Posts: 378 Arc User
    edited April 2014
    I'm not very good at putting images in my messages, so these are as attachments. I'm pretty sure none of these are available in Foundry, but if they are, please correct me and direct me to them.
    Here's what I've got so far:
    * The big cauldron (without the flame, please) at the end of Nest Egg
    * The human interior wall, with the open top, as seen throughout the Nasher quests in Blacklake
    * The kobold egg nest, as seen in Nest Egg
    * The small, flat, non-rotating waterfall (actually looks decent close-up, doesn't rotate to always face the player), as seen in (I think) Nest Egg
    * The tiny house-looking thing found outside the gates before the map transfer to the bridge in the intro/tutorial zone

    Also, somewhere (I can't find it, but will post if I do) there's a miniature version of that Tower District mine entrance. I'd love to have that.

    And finally, of course, the Sit animation, this time as shown by Ottley's Associate in PE. Yeah, I know we keep asking for it. Maybe if we pester them enough we'll finally get it.
  • artaxdarkmaneartaxdarkmane Member, Neverwinter Knight of the Feywild Users Posts: 11 Arc User
    edited April 2014
    Is it too much to ask for a final chest next to all potential quest givers in Protectors Enclave? Why are the end rewards chests so far from the quest givers that you can't see or hear them light up?
    The Buried Temple
    NW-DAZ2F74LW
  • essentiessenti Member, NW M9 Playtest Posts: 303 Arc User
    edited April 2014
    ...
    * The tiny house-looking thing found outside the gates before the map transfer to the bridge in the intro/tutorial zone
    ...

    The tiny house is "Vellosk Wall Parapet 01," it already exists as an asset in the foundry.
    Campaign - Trail of the Imaskarcana (NWS-DMFG77QOF)
    • A Mere Expedition! (NW-DIAAPG3S4)
    • Work In Progress on Part 2
  • imaginaerum1imaginaerum1 Member, NW M9 Playtest Posts: 378 Arc User
    edited May 2014
    essenti wrote: »
    The tiny house is "Vellosk Wall Parapet 01," it already exists as an asset in the foundry.

    Lol... no wonder I couldn't find it. Parapet was the last thing I was thinking of. Now that I've looked at it in Foundry, I realize that what I was seeing was only the top bit of it.

    Thanks for letting me know.
  • ofkathriaofkathria Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited May 2014
    The ship where you enter and leave Caer Konig via the docks.
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited June 2014
    say1o wrote: »
    I just played that quest! The pieces are available, but the scripting is not. I don't think they want us to make puzzles better than their own.

    But, a simple version of this being just a 4-5 sided rotatable object to act as a 4-5 position switch. No light needed, just a setting for when in position X, action A can happen, or Component complete is true until moved from position X.

    We could manage alright if we even had the red light platform in an "on" version and "off" version. It wouldn't be as smooth, but we could use copies so we could interact to "turn" the statues with appear/disappear toggling. It wouldn't be animated, but it would work. Those, or really any glowing rune, gem, or anything like that would be great.
    [SIGPIC][/SIGPIC]
  • grimahgrimah Member Posts: 1,658 Arc User
    edited June 2014
    After trying out foundry again theres alot of small things that i find limiting the experience i want to tell.

    1. Interactable during combat option (seen in gauntlgrym's food/wood lootable whilst in combat).

    2. death planes. basically areas you can put in that kill things. so people can create hazardous cliffs/pits, traps/cutscenes to kill npcs.

    3. hazardous effects. fire, poison fog, lava, cold.

    4. Encounters - this has been mentioned before.

    5. *new* not sure if these models exist in the game, but dead animals. horses, cows, pigs etc.


    Hope these get added to the game, but I won't be planning to make episode 2 until we get more enemy and friendly encounters. Since i exhausted all options in the first one.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • eldartheldarth Member Posts: 4,494 Arc User
    edited July 2014
    ofkathria wrote: »
    The ship where you enter and leave Caer Konig via the docks.

    YES! Took me an hour to "patch" the small shiprweck to make it look sail-worthy if not beat up.
    Our only choices at the moment are dingies, and GIANT Sea going cities.

    Medium - we want a few "medium" size boats! Lakes and rivers!


    ...also:


    What is the request: Protectors Garden Benches
    Where do you see it in Cryptic quests: Protectors Garden
  • kithliskithlis Member Posts: 217 Arc User
    edited July 2014
    I have updated the main post with the things I've missed in the last 6-months (has it been that long??). I also re-ordered the category listings alphabetically.

    I probably still won't be too active - just not the time in the day anymore.
    If anyone who is more forum active wants to take over (ie restart) this thread, send me a PM.
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited August 2014
    I have several things I would like to request, and I don't BELIEVE they are on the list yet. They are all assets. I took screenshots as I played through with my CW. These may not be in order, but the first 4 are:

    1) The Sigils on the floor in Tualo's House. (Also the one on the door, but I failed to get a screenshot)
    14903717675_c956cea6f6_z.jpg

    2) The Stained Glass Windows from the Plague Tower
    14880732546_bf3dca4531_z.jpg

    3) The Gears from "Opening the Way" (that shield too...)
    14717053000_86a4e054a5_z.jpg

    4) The Clockwork structure at the end of the same quest
    14717056050_196371018b_z.jpg
    [SIGPIC][/SIGPIC]
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited August 2014
    And the others:

    5) The Celtic Cross style Tombstones from "Dragon Attack"
    14717082649_699f7e7a19_z.jpg

    6)The bathtub from Councilman Graves' house
    14717079099_a130038a0d_z.jpg

    7) The Artisan's Tomb golden statues
    14900654441_b56c6026cc_z.jpg
    [SIGPIC][/SIGPIC]
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited August 2014
    8) The Stone Sigils of the Ashmadai Summoners in Watcher's Forest
    14720380628_ec227f09c2_z.jpg

    Also the kind that doesn't glow:
    14903936491_173dc18c1f_z.jpg

    9) The Armored Statues from "Shields of Vigiliance"
    14884020056_748ef88a5a_z.jpg

    14903923271_cf0f0295dc_z.jpg




    (Also, can we get some heads for the giant ones? Even if the heads are separate. At present we can't have armored statues unless we want them to be headless.)
    [SIGPIC][/SIGPIC]
  • mrgiggles651mrgiggles651 Member Posts: 790 Arc User
    edited August 2014
    Ability to scale placeable objects, as seen on flowers and plants in Neverdeath Graveyard, specifically elsewhere in the graveyard versus the dragon area.

    https://dl.dropboxusercontent.com/u/3879894/nwo/scaled1.jpg
    versus
    https://dl.dropboxusercontent.com/u/3879894/nwo/scaled2.jpg
    I wasted five million AD promoting the Foundry.
  • mrgiggles651mrgiggles651 Member Posts: 790 Arc User
    edited August 2014
    Multiple factions and faction reputation control:

    In the dragon section of Neverdeath, when kobolds are damaged by dragon cult area of effect powers, the kobolds to attack the dragon cultists, but the kobolds will ignore cultists in their aggro range if the cultists do not attack them. This shows both that multiple factions exist and the relationship of factions towards each other can be changed (from neutral to hostile in this case).

    If the player enters the aggro range of the kobolds, the kobolds will continue to attack the cult. When the kobolds attack them, the cultists not currently engaged in combat with the player (such as moving towards the player) will start directly attacking the kobolds.
    I wasted five million AD promoting the Foundry.
  • mrgiggles651mrgiggles651 Member Posts: 790 Arc User
    edited August 2014
    Ability to equip creatures with items:
    In the Hidden Cove in the Blackdagger Ruins, there is a hexer who holds a lantern guarding Old Lenn's stuff. He continues to hold the lantern as he fights you.

    Ability to disable companions on a per area basis:
    Sage shop in PE.

    Non player oriented cameras and the ability to use them:
    every scrying orb everywhere
    I wasted five million AD promoting the Foundry.
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited August 2014
    Ability to equip creatures with items:
    In the Hidden Cove in the Blackdagger Ruins, there is a hexer who holds a lantern guarding Old Lenn's stuff. He continues to hold the lantern as he fights you.


    Ability to disable companions on a per area basis:
    Sage shop in PE.

    Non player oriented cameras and the ability to use them:
    every scrying orb everywhere
    *emphasis mine* I would give my voice to these as well. The first would be a great way to allow some atmosphere and verisimilitude (lanterns at night, also a number of other objects would be cool to work in story elements and so forth)

    The latter would be a great way to show off some of the incredible details that some of our authors put into their maps. It could also probably be adapted somewhat to emulate the "boss cutscenes" that have been requested since forever.
    [SIGPIC][/SIGPIC]
  • grimahgrimah Member Posts: 1,658 Arc User
    edited August 2014
    disable mounts on maps.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • mrgiggles651mrgiggles651 Member Posts: 790 Arc User
    edited August 2014
    Assigning specific enemy levels instead of relative power/level:
    Every zone, at least all the pre-60 zones.
    I wasted five million AD promoting the Foundry.
  • mrgiggles651mrgiggles651 Member Posts: 790 Arc User
    edited August 2014
    Timer
    As seen in: Barrows Demolition, a mod 4 quest. There is specifically a countdown timer used multiple times. It even has an onscreen countdown. (Timers existed in launch content as well)

    Triggers
    As seen in: Barrows Demolition. If the player is inside the area of the trigger when the timer runs out, something bad happens to the player. (Spoiler free...)

    Setting objects to rotate ingame
    As seen in: Warlock capstone quest. A number of objects rotate around in the skies during this.

    Skyships that can fly around
    As seen in: the green dragon and lizardmen skirmish. If you look around, you'll notice the skyship flying around in the skies above the area.
    I wasted five million AD promoting the Foundry.
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