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Post by Iceshard on Jul 22, 2008 22:08:32 GMT -5
I have been told not to make anything above +3, and with the new update on items I already have completed there will be some +3 gear and +2 gear in game. However untill our gold system is balanced out, the odds of you being able to afford such things are very slim.
As for the exact items out of BG, I doubt we can do that for a couple reasons, the most important one being copy rights, the second being time and going through a list of BG items and seeing which ones can be made for the server.
-Ice
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secretmask
Active Member
Retired Dungeon Master
Posts: 143
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Post by secretmask on Jul 26, 2008 12:24:23 GMT -5
Perhaps Making Soulstones too prevent /5%xp loss.
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Post by shawnystyle77 on Jul 26, 2008 14:53:04 GMT -5
IMO +3 gear isnt so bad. I think you have to make it available or the noncasting classes will suffer. As it stand right now, most of the highest level PC's are casters as it is nearly impossible for a noncaster to solo the high end content. I know the intention is that PC's must group, but why would my cleric(22), besides RP, for example group to kill things that she has been able to handle on her own since level 15 or 16?
To me +4 gear is optimal as it doesnt take anything away from casters, yet would give a well built pc at least a chance to stand toe to toe with some of the higher end content.
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Post by shawnystyle77 on Jul 26, 2008 15:08:40 GMT -5
The unlimited ammo for throwing weapons I dont see happening anytime if at all. The only way to do this is to possibly add the boomerang property to it. However by doug this is drastically increases the level requirement for the weapon, and increases the price. Both of which keep them out of the hands of the lower levels wishing to use them. Great suggestions everyone, keep them coming! -Ice Is it possible to make the stacks larger then? Just to give you an idea, my thrower will buy 3-4 thousand throwing weapons. This takes up 3/4 pages of the inventory. You then hotbar a few stacks becuase they are not auto loaded like sling/bow/crossbow ammo is. When you do run out, your combat mode is dropped and you charge the enemy unarmed giving it aoo's. The hotbar doesn't show the amount you have left in your stack. So every few kills you will run out. If you havent died, you level and are most likely out of ammo and have to go buy another 3 or 4 thousand rounds. Please make boomerangs or much larger stacks.
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Post by Iceshard on Jul 27, 2008 15:22:46 GMT -5
The stacks are hard coded mate, just like the price (store sells arrows for 3 gold, but only takes 1) The boomerang property could be added to the throwing axes, and it may just come down to me making a set like this for the higher end characters that can use/afford them. This will make both people happy, though when starting out youll just have to deal with the bug.
Ill toss these into my NPC/ Item package that Ill finish up tomorrow and tonight. -Ice
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atlas
Active Member
Posts: 177
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Post by atlas on Jul 30, 2008 20:40:49 GMT -5
Neverwinter Nine and Shadow Theives Of Amn, you have to get rid of the history feat requirement or something otherwise you can no longer log in. Anyway i dont see why you shouldnt be able to play these classes.
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Post by shawnystyle77 on Jul 31, 2008 8:27:38 GMT -5
The stacks are hard coded mate, just like the price (store sells arrows for 3 gold, but only takes 1) The boomerang property could be added to the throwing axes, and it may just come down to me making a set like this for the higher end characters that can use/afford them. This will make both people happy, though when starting out youll just have to deal with the bug. Ill toss these into my NPC/ Item package that Ill finish up tomorrow and tonight. -Ice thanks, ya thankfully they are only 1g a stack, but its more about the annoyance of having to spend all that time buying em and setting them up on yer hotbar etc etc.
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Post by Zealote on Jul 31, 2008 10:25:56 GMT -5
Is it possible to add more animals to the woods? i mean, like in cloak wood and sharp teeth Maybe some animals would make it look more real... and would make the ares more interactive for druids and rangers.. I remember that BG had lots of bears and wolves. But also other animals that were not hostile.
-Raffael
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Post by adictame on Jul 31, 2008 17:38:50 GMT -5
I think a realy awesome system would be a sort of theft balancing system, i know alot of people like to pickpocket, but most servers only allow you to do it once every 24 hours or not at all... on a previous nwn1 server i played on they had a system that.. when you stole from a player, the stolen item was tagged with the original owners name, and whenever the thief got killed, he/she would drop all stolen goods in a bag on the ground for anyone to loot, allowing theft victims to chase down thiefs and obtain their stolen goods back... or, if someone else was to kill the thief, they could return the stolen goods dropped to the theft victims via the nametag ( stolen from ) on the item... it would be a realy fun addition for the roleplayers, and pvp players alike i think, and although i dont know much about scripting, i would assume this shouldnt be a super extensive task, for what could be a great deal of positive response
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jasonpauldegraaf
Senior Member
"There is a crack in everything God has made." -Emerson
Posts: 331
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Post by jasonpauldegraaf on Jul 31, 2008 20:00:30 GMT -5
I would like the server being up to be added to the server soon. Thanks!
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Post by Zealote on Jul 31, 2008 20:06:41 GMT -5
Well arent you a treat!
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Post by adictame on Jul 31, 2008 20:22:32 GMT -5
I have been told not to make anything above +3, and with the new update on items I already have completed there will be some +3 gear and +2 gear in game. However untill our gold system is balanced out, the odds of you being able to afford such things are very slim. As for the exact items out of BG, I doubt we can do that for a couple reasons, the most important one being copy rights, the second being time and going through a list of BG items and seeing which ones can be made for the server. -Ice I think that sounds pretty good the way it is realy... especially for a light rp server, low magic worlds realy add a sense of accomplishment and character to the community. i understand fully that people play this game for many reasons, one of them being the glory of becoming more powerfull and gaining an arsenal of powerfull magic weapons, but at the same time, the longer you spend walking around with a basic longsword, it makes that +1 longsword all that much better. the argument that fighter types will be unbalanced withought having +5 weapons of mass destruction isnt completely unfounded, but at the same time, fighters are supposed to be less powerfull towards higher lvls, when the casters start to realy shine... the same reason we dont start wizards out with +5 weapons to make the begining lvls easier, i think any +2 or higher weapon should be an extremely difficult task to achieve, making a weapon or armor with a +4 or +5 enchantment epicly rare... my personal feelings on this are also influenced because if any rogue can grab a +3 to +5 weapon, they would be swinging just as tough as any fighter, whereas a limiting the item enhancements to around a +1 or +2 and leaving the +3's for the rich and powerfull makes more emphasis on the character build, rogues are more usefull for there tactics and skills, making fighters more suited for group oriented combat and early game, and still keeping the mages spell list at a distinct advantage towards the endgame, also forcing the more item reliant classes to group with eachother, ( wich is very usefull in a rp server isnt it ? ) these are just my ideas and thoughts, and of course they are open to debate (i would actually love to hear objective opinions on the matter ) so theres my 2cp =P happy gaming, oh and BTW, if your reading in this forum, congratulations you've found the first greatest PW for NWN2 !! Go TSCC !!!
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Post by adictame on Jul 31, 2008 20:35:29 GMT -5
i guess i left one of my 2cp outa that last post, so sorry for the double post... but realy, i feel very strongly about this subject... its just that low magic worlds are realy ideal and beautiful for NWN2, as opposed to other games like World of Warcraft, or Everquest 1 & 2 where just about every character that plays any class in those games is basicly exactly the same ( with in between 5-15% difference from skill choices) with the exeption of the power of the items the characters have aquired... and NWN2 has such an extensive character building schematic that it would be a shame to bring that ethic into this world... focusing the power of a character purely based on there equipment... when a low magic world provides such a strong focus purely on the strength of the characters build, anyone can make a fighter extremely powerfull with a +5 +2d6 acid dmg longsword.... but with a little ingenuity its completely possible to make a powerfull fighter with a basic longsword and shield...
ok, i promise i'll stop ranting about this untill someone else provides their insight and opinion on the matter... i'd hate to make it look like im arguing with myself =P or would i..... hah !
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Post by otomotetsuo on Jul 31, 2008 21:33:11 GMT -5
Some things that I would like to see as well as some things that I would like to Not see: I can agree with adictame on the value of maintaining a low-magic environment for us to play in. It has a way of allowing what is truly special and (supposed to be!) fantastic about these characters to take center stage. As I am already realizing with Radha, even at these lower levels, it is a helluva lot of fun to simply be able to shoot more arrows in a round than some of the other characters ... haha ... I'm talking about a bundle of sticks that cost a gold piece to buy and I am happy. I realize that it is an extrememly delicate art to create a working game world, where every heroic bonus has an equally villainous subversion. Whether we are talking about spells vs spell resistance, to-hit vs ac bonus, or extra damage vs damage reduction. Far better to under-do these creations initially and slowly but surely add a single point here and there (after extensive observation and testing) than to go full tilt and make an item/monster that sucks the luster out of every other item/monster in the game as soon as it is released into the world. In my experience, it has been beneficial to test mobs out with each of the four classic character classes (fighter, rogue, wizard and cleric) before I put them on the palette for distribution. This is not to say that a mob has to be equally easy/hard for all four of these classes, but at least, the goal should be to aim for allowing two of these classes to shine in a confrontation with one of them at any given time. A classic example would be the general idea of a skeleton - the fighter and cleric both will be just slightly better suited to engaging these creatures than the average rogue or wizard. One sure-fire way to unbalance any encounter is to rely too heavily on two-handed weaponry for your mobs. You basically double (sometimes triple) the damage potential of a monster the second you drop a greataxe or a greatsword into his hands. This can get a whole barrage of lower level characters killed instantly as a result. One thing that I would really like to see here: An enhanced version of the 'spawning chest' concept that you have in place. The idea would be to edit the loot script so that instead of spawning a single instance of a loot drop, it spawns a single instance of a loot drop per party member and only that party member would be able to pull his/her designated loot from the chest. This may take a bit of creative coding but it is a concept that I have seen realized in Dungeons & Dragons Online and I think it is a very fair way to divvy out loot. While DDO's concept of the 'party chest' uses staticly placed chests as its container, there is no reason why it could not be developed to work in the dynamic atmosphere that is in place now. Worries about this sysem being abused/exploited could be addressed by keeping the relative time to live (ttl) of the chest somewhat low. In other words, if the party members did not loot the chest within about 90 seconds of the spawn it could disappear with any unclaimed loot still inside. This would help to prevent party members that come running from miles around from being able to loot the chest before it disappears. Still, I really like the idea of spawned chests. It helps to keep people moving to new areas instead of wearing out a hole in the code by farming the same set of static placeables every time the server is reset or the lootable 'respawns'. This idea also helps to encourage players to have to do a little work for their earnings. I would love to hear what anyone else thinks about these ideas so I will end this post here. -Otomo Tetsuo
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Post by astralwyvern on Jul 31, 2008 23:05:01 GMT -5
I would love to have a way to store information: helps, warnings, & gossip for people to read in my absence. An information relay character or something with and without a password would be awesome for role play, quests, and in game helps.
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