First off, I'm not sure what you mean. I am using what I think would be Goblin common vernacular for 'go to sea.' Secondly, I tend to write how I speak. Even if it may be very poorly. I highly respect your contributions to the community and I am sorry you feel this way about my work. Edit: Lol. Actually, thank you for…
I played your quest as a level 43 TR. I found it interesting. There was a lot going on and it was hard to follow. Here's my review starting with notes then pros and cons: Use of Dialog: I was frustrated with the Loyal Servant's dialog because it did not cycle back after choosing failed routes. I feel like frustration…
I played your quest as a level 43 TR. It was a lot of fun. Now for the review Pros: - Short and sweet - Story: I enjoyed the story so far. Hired as a ghostbuster and discover there's more behind the cover this book - The Library was well populated. - Maps had simple designs - Combat: Ambushes, enjoyed the fight at the end…
I would love to be able to create dialog options, interaction, and events based on random rolls by the player to mimic a perception check system or even against ability scores. So it would work like this: You could take this a step further and just allow the player to input the win percentages to the roll check equation.…
You can, by just adding more 'destory-ables' in front of it. ie, you break one, break two, break three and on breaking three you create the explosion. The two destructibles before the third are there to add 'bashes' Correct. A transition is required for going from Outdoors to Indoors and vice versa. You could try creating…
I agree with everything except the imagination part. Sure, the players may approach any given foundry quest in a way that circumvents the intentions of its creator. But there is challenge to creating content that is at minimum 15 minutes long, and not lack of imagination. Yes, the latter might occur. But that's up to the…
The drones need to go back to starcraft where they belong ;D I like scaling rewards based on time spent. IMO, (time:risk) vs reward needs to be taken into account.
Yes, by spawning them in response to an event. That is, if the player moves over a region, make encounter visible. No, not on the 'Questline Tree.' You can create indoor maps using varying tile sets and connect them with invisible teleporter. Yes, this is complex, I will give you the bread crumbs. I only know how to do it…
http://nw-forum.perfectworld.com/showthread.php?158751-Foundry-Trick-Trigger-Timer Posted this in the parallel thread. Can make a timer that prevents the map from completing. However, this would definitely be considered padding/stalling the player. But at this point, they're already playing the quest in an unintended…
Zovya recently posted a timer trick. You could make a 15 minute timer so that your quest could never be completed before the timer expires. http://nw-forum.perfectworld.com/showthread.php?158751-Foundry-Trick-Trigger-Timer Edit: The only issue is that you can't easily change maps without disabling the timer, but you could…
If dailies are required to be 15 minutes long, then foundry quests farmed below 15 minutes will be ineligible regardless of the type of quest. Short from asking people to stop farming so quickly or putting in counter measures to prevent the map being completed in under 15 minutes, I don't know what solution would work.…
I like all these suggestions. Kudos! But still, farming players will gravitate to the quickest dailies. Why wouldn't they create 100 different 5 minute dailies for your 8 hour AD farming work day.
How do you propose solving the problem of a daily foundry quest can be no shorter than 15 minutes? IMO, if Cryptic wanted 8 minute dailies, they would allow it. So, how can we keep 8 minute daily quests while abiding by Cryptic's rule of a daily foundry quests no shorter than 15 minutes?
Has anyone tried placing an NPC with the MOBs? Ie, the MOBs attack the NPC instead of the Guards shooting at the MOBs? Or will the Guards pull aggro like players?
Verified. [OOC] and [MissionInfo] are used as a tags around the words you want, e.g. [OOC]So he thought[/OOC] [Nickname] is used as a variable, e.g. [Nickname] = the participating player's name
Much like ixspar and boydzinj are saying, - Quest Giver: Three Options, A, B, and C - Upon choosing any, the Quest Giver gives you an Item named "Option A" or "Option B" or "Option C" - The rest of the quest is reactive towards what item the player is carrying. Ie, the "A" Door is available because the player has the…
Maybe separate the published quests by: - Available as Daily Quest - Featured/Spotlight - For Review - Testing Only Could give the quest publisher a few button options before quest is published: - Testing Only (this option would not list the map, but would allow for "live" testing and flag the map as "beta" or something) -…