Has anyone tried these "foundrys" that make player-crafted content?


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Goblin Squad Member

@ Ryan Dancey

Thanks for the clarification Ryan. I think many of us realize this is a bit into the future for UGC. But I am happy to hear you have "Big Plans" for it. Sounds exciting! /joy!!!

As for NWO, I played it this beta weekend and last. Almost exclusively spending all my time playing foundry content. The good part is that aside from no cut scenes, I really couldnt tell much of a difference between dev made content and GOOD UGC.

The emphasis is on the word good. If people are using the rating system properly then a dungeon or campaign of 4-5 stars has been in my experience worthy of the journey. While 3 stars is a bit ho-hum. And there have been a few I played with no stars that I wish I could have given them a negative 5 star rating. Though I will say that sometimes you cant always trust it. Someone attempted to make a more sandbox approach to his campaign, and I have to say I was really impressed with the alternative paths, sub quests, and branching paths (if you do this you cant do that), and puzzles. I guess some people didnt like it cause they got stuck or it wasnt a straight path to victory.

The point is that although I would like the "materials" to be a bit more robust, I still think cryptic did a great job with the tools in thr foundry. And who knows, but they will probably add more optios as the games lifecycle continues.

Ultimately, you are at the mercy of the author. If its good I think it can be every bit as worthy as the dev content. If it is bad, you will wish you could erase its memory and ban the author from the foundry LOL.

Goblin Squad Member

Ryan Dancey wrote:
We won't be able to deliver much "dungeon" style content when we begin Early Enrollment and it will likely be de-prioritized in Crowdforging.

So at EE, no PvE dungeons. Ok, I guess, but I like running dungeons.

So when will PvE dungeon content be added?

Goblin Squad Member

Soldack Keldonson wrote:
... but I like running dungeons.

I do, too. I expect we'll have our hands full with Escalations, though :)

Goblin Squad Member

Nihimon wrote:
Soldack Keldonson wrote:
... but I like running dungeons.

I do, too. I expect we'll have our hands full with Escalations, though :)

Seconded. I love the challenge of running a dungeon with a good team.

I really like the idea of seeding your own equipment into a dungeon, but Im not sure it would be feasible for all PGC dungeons, unless you could seed a stack of identical items for a particular mobs loot table. Perhaps 'normal' loot is set by the mobs standard loot table but you can add some stuff to it over and beyond. If theres a chance of it dropping, perhaps you could adjust the drop rate between a max and a min % rate (to avoid hidden .05% drop rates or other disingenuous setups).

As an idea, could a wilderness hex's 'point of interest' be a player-generated dungeon? My thoughts on it are:

1. Persistent, non-instanced
2. Must be maintained or else will be destroyed
3. Boosts escalation cycles of adjacent monster hexes
4. Could provide a related bonus to adjacent settlements (cultural? archaeology? ..)

Goblin Squad Member

Oberyn Corvus wrote:
Perhaps 'normal' loot is set by the mobs standard loot table but you can add some stuff to it over and beyond.

+1! Very good idea.

Scarab Sages Goblin Squad Member

Nihimon wrote:
Oberyn Corvus wrote:
Perhaps 'normal' loot is set by the mobs standard loot table but you can add some stuff to it over and beyond.
+1! Very good idea.

Slight derail, but I would like more details on exactly what 'normal' loot is. I know we are going to have mostly crafting items, but if a goblin I kill has a dog-slicer and a rusty shield, then I would like to be able to equip those even if they are worse quality than anything player created. Most of the time, you would then melt those down into iron ingots to sell to crafters instead of actually using it, but for realism, you should be able to equip those if you choose.

Goblin Squad Member

What I'm hoping for is both instanced and public dungeons in the UGC tool kit. Or for better terminology perhaps I should say, private and public.

I would use a private scenario for training purposes. I might also use private scenarios for introducing new members of the UnNamed Company to our company through a series of quests that teach them about the people and beliefs of our company.

This second idea comes from what we had done in Star Trek Online, with missions that told the story if our fleet. I would like to do the same in PFO.


I think any weapon harvested from monsters would have to be extremely low quality--lower even than the lowest craftable weapon. A "Zeroth Tier". This would be due to the weapon being damaged during the fight, the monster not taking proper care of it, and/or you simply not being accustomed to it.

Goblin Squad Member

Kobold Cleaver wrote:
I think any weapon harvested from monsters would have to be extremely low quality--lower even than the lowest craftable weapon. A "Zeroth Tier". This would be due to the weapon being damaged during the fight, the monster not taking proper care of it, and/or you simply not being accustomed to it.

As long as it is a humaoid / gobinoid monster I don't have a problem with low quality weapons or armor being dropped by common Mobs.

But, as soon as a Giant Rat drops a two-handed sword or a breast plate armor piece, that is where I'd have an issue.

GW is porbably better off leaving it the way it is: drops = crafting materials, salvage and coins or gem stones.

Yes a coin or a gem stone could be found in a rat's nest, because they sometimes collect shiny objects. But is a random rat, walking along in the forest, drops 10 copper pieces ..... BS alert!!!

Goblin Squad Member

Imbicatus wrote:
Nihimon wrote:
Oberyn Corvus wrote:
Perhaps 'normal' loot is set by the mobs standard loot table but you can add some stuff to it over and beyond.
+1! Very good idea.
Slight derail, but I would like more details on exactly what 'normal' loot is. I know we are going to have mostly crafting items, but if a goblin I kill has a dog-slicer and a rusty shield, then I would like to be able to equip those even if they are worse quality than anything player created. Most of the time, you would then melt those down into iron ingots to sell to crafters instead of actually using it, but for realism, you should be able to equip those if you choose.

In the context of my suggestion, normal loot would be whatever GW assigns to that particular monster. So if you include a goblin in your PGC dungeon, it would have a chance to drop the same items as a goblin in the open world, regardless of type.

As for what should be on the list, I fully agree that if equipable gear is dropped it should be worse than player made gear, and possibly even the starter gear. Id envision it being used more for RP or aesthetics than any combat value.

Goblin Squad Member

Valandur wrote:

I've browsed the Foundry on NW beta. It looks like it could be used to create some really really detailed adventures, quests, dungeons. Their dialog and world building tools seem "fairly" easy to use, although there is a rather steep learning curve. My biggest problem is the servers are only open at times when in occupied, hopefully when they go beta it'll be

better.

A similar system for PFO would be REALLY cool.

What I liked about the Foundry System in NWN (over the system in City of Heroes) was how seamlessly it seemed to integrate into the game world. There was no big disconnect between player created content and "real" content, which was a nice touch.

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