Post by dariusrechtak on Dec 10, 2008 21:03:38 GMT -5
Plots: I know its hard because everyone wants to be involved but ive noticed that plots have a hard time on the server because of crashes or lag. so ive got a few suggestions from tabletop that will either amuse you or enlighten you so enjoy
1) As a tabletop dm i hate large LARGE amoutns of monsters... 6-7 great 10-20 oh my god the players start drawing at the table, reading something else, it draws time away, it LAGS the tabletop game, if it does that there think of what it does to a server... lag comes in many forms but overly large amounts of creatures is a big problem for server lag :-D
2) level ranges, i dont need to say this but yeah try to keep the level range the same, but ironically the biggest issue in this category is the party size, everyone loves plots weither its the epic feeling, the storytelling or the free xp and gold, for me its the time to really develop my character, but try to keep it to 4-6 people thats the way DND suggests it, and even IWD never went over 6 people, its just lag-effective
3)VFX this is players and DMs.. lag already hurts spellcasters, more than fighters just because they NEED to aim, so to spellcasters dont make it worse and buff your face off, not untill Everyone has the buff mod. and its kind of an eyesore, thats just me, and to dms huge spell effects for no reason can make the players feel powerless and or just lag a suggestion.
4) Dungeons, consider setting aside a few inacessable dungeons with no entrance/exits, that can only be acessable via DM port, this will allow you to be free from random spawning of monsters and interrupting higher-level players/other parties. also specialized dungeon environments help a battle with only 6 bugbears a little more epic, gives it the feel of 10 or 20 bugbears, and also you can send the bugbears at your players in Many small waves, cutting down on processing time.
5) encourage player planning time, players, dont always charge straight foreward thats a surefire way to annoy planners and dms, also the exploding rogue trick is wayyy underrated ((For those fo you who dont know its you sedn the rogue in to sneak attack the biggest ugliest enemy you just spied out, then as everyone surrounds him the mage drops a fireball as the fighter runs in with the cleric buffing everyone))
Seriously though planning time via players makes roleplay better, forms friendships or enemies, and allows the dm setup time between encounters. Encounter > large scale lag-infested battle
Thank you for listening!
1) As a tabletop dm i hate large LARGE amoutns of monsters... 6-7 great 10-20 oh my god the players start drawing at the table, reading something else, it draws time away, it LAGS the tabletop game, if it does that there think of what it does to a server... lag comes in many forms but overly large amounts of creatures is a big problem for server lag :-D
2) level ranges, i dont need to say this but yeah try to keep the level range the same, but ironically the biggest issue in this category is the party size, everyone loves plots weither its the epic feeling, the storytelling or the free xp and gold, for me its the time to really develop my character, but try to keep it to 4-6 people thats the way DND suggests it, and even IWD never went over 6 people, its just lag-effective
3)VFX this is players and DMs.. lag already hurts spellcasters, more than fighters just because they NEED to aim, so to spellcasters dont make it worse and buff your face off, not untill Everyone has the buff mod. and its kind of an eyesore, thats just me, and to dms huge spell effects for no reason can make the players feel powerless and or just lag a suggestion.
4) Dungeons, consider setting aside a few inacessable dungeons with no entrance/exits, that can only be acessable via DM port, this will allow you to be free from random spawning of monsters and interrupting higher-level players/other parties. also specialized dungeon environments help a battle with only 6 bugbears a little more epic, gives it the feel of 10 or 20 bugbears, and also you can send the bugbears at your players in Many small waves, cutting down on processing time.
5) encourage player planning time, players, dont always charge straight foreward thats a surefire way to annoy planners and dms, also the exploding rogue trick is wayyy underrated ((For those fo you who dont know its you sedn the rogue in to sneak attack the biggest ugliest enemy you just spied out, then as everyone surrounds him the mage drops a fireball as the fighter runs in with the cleric buffing everyone))
Seriously though planning time via players makes roleplay better, forms friendships or enemies, and allows the dm setup time between encounters. Encounter > large scale lag-infested battle
Thank you for listening!