Post by Iceshard on May 30, 2008 0:35:15 GMT -5
I would recommend we sticky this thread and keep it to only Testing related material. That way we keep everything organized and easily found.
Below is my quick skim of the mod and what I was able to dig up in a couple hours.
Cloakwood:
The first kobald spawn you encounter is trapped in a tough walkmesh. He can fire at you with his sling, but for you to attack him; you much manually click to right next to him, and then click to attack. Otherwise you will stand there and do nothing.
CandleKeep:
Two of the houses next to the Temple of Lathander have two doors on them.
The horses, town guards, and monks are all attackable and grant 48 XP at level 2. None of them are alert to each other so while attacking one, no one else comes to aid them.
The stables have no walkmesh cutter around them, so you are able to walk through them.
The bodies of the town horses, guards and monks don’t disappear like the monster corpses.
CandleKeep Library doors say they are linked to an interior, yet when clicking the doors, nothing loads up.
Temple of Lathander:
All objects on the second floor are bashable, the barracks/sleeping quarters with all the bunk beds has 2 doors on its entrance.
The sign outside of the temple says Temple of Oghma
The basement treasury has 1 door and 3 portcullis on it, all objects still bashable.
Misc Information:
When attacking/killing anything in the Event Log pops up: Size : 0, Height: 0.0000
Chests after level one are trapped and/or locked. I can’t say this is wise as not all characters will be able to deal with this and having to die for something you just killed isn’t cool. I was killed twice while testing, both times due to traps on the chests.
The level requirements for items isn’t something I have been a fan of either, If you have the coin to buy an item, you should be able to buy it and use it, not buy it, hold onto it until you advance a couple levels then use it. Was this just for a balance issue?
I was able to get to level 3 cleric in the matter of a couple hours, just running through Cloakwood, and the Wolf Den (Wolf Mother never spawned for me)
Chests found at level 1: 3
Chests found at level 2: 4 or 5 (two were trapped, one was locked)
Gold Accumulated in time of playing: 150 gold, and several small almost useless items
If you do not level after you have gained enough XP, you still get the XP you were getting as if you were still a level lower. For example you get enough XP for level 3, but you don’t level, instead you kill more, the XP gained will be that of level 2’s rewards.
Mobs were spawning rather quickly. This is good for testing purposes, but tone them down a little when launching time comes around. I was in combat with a couple things and with one case after killing one thing, another popped out of it. Things are spawning about every 10 seconds or so, maybe 15.
XP rewards based off level:
Level 1: 20 XP for a moderate challenge
Level 2: 18 XP for a moderate/easy/effortless challenge, 48 for a Challenging challenge
Level 3: 17 XP for a moderate/easy/effortless challenge
Lag/Stability:
I noticed a few spikes, and delays that are normal for a European server. However there are some things that could help cut down on lag even more. The text about “ X explodes like a blood sausage” could be taken out as with a full server of about 50+ people each killing something, that text firing off could become an issue. Also the fewer things pop in the Event log, the better I think, though I could be mistaken. Try to take out the Size, and Height thing that fires off with every creature encountered.
Personal Comments:
I would recommend taking out the trapped/locked chest thing for killing creatures. People have already fought to kill the thing, and worrying if the chest will kill you is just another nuisance. Also removal of the level requirements for the gear would be nice as well for some people will have more coin than others and maybe they want to use something they can afford without having to worry about getting the level for it.
Drops are firing off somewhat . . . rarely. 3 chests within an entire level is pretty bad, especially if you take into fact that people will be partying a lot, so the loot is divided even more. I would say at least double the drops, and you may be able to cut down the items in the drops to equal it out. If you want you could even use the random loot scripts people have now.
What’s up with the corpses? Can anyone touch your body and get the XP it has been set to? Or is that just something for you to do to regain some of the lost XP. If anyone can touch the bodies and get the XP you can almost guarantee someone will be stalking parties just to see if they die and grab their XP, or people in the group holding out to be the last alive to grab the XP of fallen comrades.
Anyways this was just my quick skim of the mod and a break down of some things. As more areas become available and more people sign on I can test other things. Until then, hope this helps.
Below is my quick skim of the mod and what I was able to dig up in a couple hours.
Cloakwood:
The first kobald spawn you encounter is trapped in a tough walkmesh. He can fire at you with his sling, but for you to attack him; you much manually click to right next to him, and then click to attack. Otherwise you will stand there and do nothing.
CandleKeep:
Two of the houses next to the Temple of Lathander have two doors on them.
The horses, town guards, and monks are all attackable and grant 48 XP at level 2. None of them are alert to each other so while attacking one, no one else comes to aid them.
The stables have no walkmesh cutter around them, so you are able to walk through them.
The bodies of the town horses, guards and monks don’t disappear like the monster corpses.
CandleKeep Library doors say they are linked to an interior, yet when clicking the doors, nothing loads up.
Temple of Lathander:
All objects on the second floor are bashable, the barracks/sleeping quarters with all the bunk beds has 2 doors on its entrance.
The sign outside of the temple says Temple of Oghma
The basement treasury has 1 door and 3 portcullis on it, all objects still bashable.
Misc Information:
When attacking/killing anything in the Event Log pops up: Size : 0, Height: 0.0000
Chests after level one are trapped and/or locked. I can’t say this is wise as not all characters will be able to deal with this and having to die for something you just killed isn’t cool. I was killed twice while testing, both times due to traps on the chests.
The level requirements for items isn’t something I have been a fan of either, If you have the coin to buy an item, you should be able to buy it and use it, not buy it, hold onto it until you advance a couple levels then use it. Was this just for a balance issue?
I was able to get to level 3 cleric in the matter of a couple hours, just running through Cloakwood, and the Wolf Den (Wolf Mother never spawned for me)
Chests found at level 1: 3
Chests found at level 2: 4 or 5 (two were trapped, one was locked)
Gold Accumulated in time of playing: 150 gold, and several small almost useless items
If you do not level after you have gained enough XP, you still get the XP you were getting as if you were still a level lower. For example you get enough XP for level 3, but you don’t level, instead you kill more, the XP gained will be that of level 2’s rewards.
Mobs were spawning rather quickly. This is good for testing purposes, but tone them down a little when launching time comes around. I was in combat with a couple things and with one case after killing one thing, another popped out of it. Things are spawning about every 10 seconds or so, maybe 15.
XP rewards based off level:
Level 1: 20 XP for a moderate challenge
Level 2: 18 XP for a moderate/easy/effortless challenge, 48 for a Challenging challenge
Level 3: 17 XP for a moderate/easy/effortless challenge
Lag/Stability:
I noticed a few spikes, and delays that are normal for a European server. However there are some things that could help cut down on lag even more. The text about “ X explodes like a blood sausage” could be taken out as with a full server of about 50+ people each killing something, that text firing off could become an issue. Also the fewer things pop in the Event log, the better I think, though I could be mistaken. Try to take out the Size, and Height thing that fires off with every creature encountered.
Personal Comments:
I would recommend taking out the trapped/locked chest thing for killing creatures. People have already fought to kill the thing, and worrying if the chest will kill you is just another nuisance. Also removal of the level requirements for the gear would be nice as well for some people will have more coin than others and maybe they want to use something they can afford without having to worry about getting the level for it.
Drops are firing off somewhat . . . rarely. 3 chests within an entire level is pretty bad, especially if you take into fact that people will be partying a lot, so the loot is divided even more. I would say at least double the drops, and you may be able to cut down the items in the drops to equal it out. If you want you could even use the random loot scripts people have now.
What’s up with the corpses? Can anyone touch your body and get the XP it has been set to? Or is that just something for you to do to regain some of the lost XP. If anyone can touch the bodies and get the XP you can almost guarantee someone will be stalking parties just to see if they die and grab their XP, or people in the group holding out to be the last alive to grab the XP of fallen comrades.
Anyways this was just my quick skim of the mod and a break down of some things. As more areas become available and more people sign on I can test other things. Until then, hope this helps.