<- Big Warcraft 3 Player for those who have custom-game experience with that.
To many people, the whole reason to buy warcraft 3 was the player-made content. The more expansive a "Map Editor" is, the more popularity Neverwinter Online can get from the cheapest and most skilled employees, player-fans!
I dont really have any specific suggestions but in this case, I believe more is always better

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- Neverwinter Discussion
- General Discussion
- What do you want to see included in the foundry?
Results 11 to 20 of 49
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02-19-2013, 03:35 PM #11
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02-19-2013, 04:50 PM #12
I could not agree more with people. These are al cosmetic additions that don't lend themselves to exploits, atleast according to my (very) limited imagination. Keep it coming.
Oh, and cryptic compleatly rewrote the Controll Mage several times based on fan-feedback. Check the podcast advertised in this forum for info. So if we state what we would like to see, odds are they will be considered. So good clear descriptions, and good arguments for what it would allow (example) could sway their minds into prioritizing some idea or another.
Outlandish wishes, like I want to be able to add my own sound, my own 3d-models, manipulate textures, room-layout, rewright code, or the like is not feasible. But things they can add that has a large enough impact on potential quality of content as opposed to effort/money needed to implement can find it's way into the game for sure.
So once again, keep it coming. Help us define what we want in an editor
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02-19-2013, 04:51 PM #13
Some of these may already be in place, but my hope is to be able to utilize many conditional statements to provide the player with more choice in the quest.
Example: You have to get a doorman to let you in. Upon entry the dialogue will be set to detect player race. If you're X race, he'll be friendlier to you. You can diplomatically get him to open the door for you and avoid a fight by choosing a sequence of conversation options, or if choosing the wrong options, you will trigger an encounter.
I'd like to have some control over non-combat NPCs as well. It would even be nice for an NPC to be able to attack another NPC.
Having completed pre-requisites would be a nice touch. That way we could make a series of quests. Even if it's only required for 1 person to have completed it so they can group up with others without repeating the entire chain again.
Being able to flag any item for interaction. Example: Using a book or crystal ball as a doorway. Or hey, maybe even a big closet. (Narnia :P)
Environment interaction. Example: Legend of zelda style where the fires flicker on as you walk past. Or ya know, inception where everything is moving around.
I'm extremely weary about being able to create custom-made and persistent items. I think, even if they go down the route of a "Chinese take-out menu" as it was mentioned in an interview, that there are just way too many ways to potentially exploit that system. It isn't that I'm against the idea in theory, because I think creating a "glass sword" or quest-relevant item brings a lot to the table, but being able to take something like that out of the quest and not designing it appropriately from the get-go will forever diminish the loot system in the game.
Thats all for now, as I plan out some content in my head I'm sure I'll come up with more.
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02-19-2013, 05:24 PM #14
thank you, and being able to orchestrate fights, battles, or interactions of NPC is a powerfull tool for any story-teller, and I second that motion.
On the subject of exploitability, that is something that Cryptic is thinking hard on, and there will be feed-back, changes and such as the game evolves in beta, and after release. No need to discuss it in general terms. Offer obvious exploitation to your idea/want for the foundry. But general discussion just fills the pages.
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02-19-2013, 05:25 PM #15Look who is talking, shuttup spellwardenthank you, and being able to orchestrate fights, battles, or interactions of NPC is a powerfull tool for any story-teller, and I second that motion.
On the subject of exploitability, that is something that Cryptic is thinking hard on, and there will be feed-back, changes and such as the game evolves in beta, and after release. No need to discuss it in general terms. Offer obvious exploitation to your idea/want for the foundry. But general discussion just fills the pages.
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02-19-2013, 06:58 PM #16
Can you make inventory items with no stats I can't remember reading about it. I want to be able to select a look for an item and give it a unique name and have it bound to the character. Also what to be able to have a check for that item be a trigger for things that happen in the adventure as well as dialog options from an NPC.
Also to place flags on Players characters that have the same attributes as those items. Like if a player in a previous adventure clicked on something or destroyed something having a flag that you can use in a future adventure that is keyed off that action for both dialog options and triggers.Last edited by keirkin; 02-19-2013 at 07:02 PM.
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02-19-2013, 08:13 PM #17
- PC "cookies" - like browser cookies, information stored on the server containing data that could be queried/used by NPC dialog branches.
- "Naming" an item/token/object that can be picked up by the PC that can be accepted/checked-for by NPC dialog branches.
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02-19-2013, 08:33 PM #18Doesn't say used as triggers in adventures, this is all just dialog options. I want to be able to use it as triggers in a dungeon. Like say traps will not go off on someone carrying a specific item or if someone is carrying an item a specific monster will spawn in a module but won't if the item or flag is not there as well as dialog options. But thanks for the info.
Last edited by keirkin; 02-19-2013 at 08:36 PM.
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02-19-2013, 08:57 PM #19
yes, items that can be given meaning.
Example: You meet a DUDE, he gives you a quest and a gizmo. you have to choose between 3 different places (perhaps 3 shrines or something). There you activate something (enter an area, activate a shrine, drop a penny in a pool), you recive some other quest-item. Perhaps an equipable sword with crap-stats, but cool model. You take this item item (sword) use it to attack some NPC. This destroyes the item (sword) but reveals the NPC to be some deamon/evil wizard/marketing exec. Depending on which shrine you whent to in the begining, something tied to that shrine happens (perhaps that diety comes and nullifies an attack, or you are transported to a particular realm for the fight)
Exploit: Perhaps this should be better titled; Forseable problem: Coding-time. If we cannot decide on the stats, the item just having crap stats, then there would be no exploit.
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02-19-2013, 09:21 PM #20
The ability to make Epic custscene with possibly voiced dialogues!!
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