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Post by shawnystyle77 on Aug 3, 2008 3:03:11 GMT -5
Yes, paladins arnt very good in a low magic environment, but from an RP perspective If you like playing Paladins you've just going to have to get baby'd by the caster powerbuilds. I like playing certain classes regardless of how badly they play out! (rogues against undead which make up 80% of the bulk of any D&D campaign!). Lol I've been buffing his pally since level 1. Im not sure bout Lemmar, but two Drow, one most certainly being evil, enabling a Paladin to grow in strength is kinda funny to me. My char has her reasons and Lemmar is just plain mad. It is kinda ridiculous to me though. Ive wanted to recreate one of my favorite chars here, but I just cannot bring myself to because I know he wont even be able to hurt the higher end content with the gear available. Yes paladins will struggle for now, but not nearly as bad as rogues or dex based fighter types. Count your blessings, be aware that this is Beta, and have fun.
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lorgin2003
Senior Member
Dyn-o-miiiiite!!!
Posts: 373
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Post by lorgin2003 on Aug 4, 2008 3:56:29 GMT -5
damn. i leave for a couple weeks to visit some relatives, and the low magic topic rears it's ugly head. there's a couple very clear charts in the DMG(starting on pg 216 of the 3.5 DMG) that clear up all topics concerning items and magic level. if you use the guidelines in the book, item level restriction will take care of the loose ends. just as long as no items come in that are more powerful than the book allows. now, as for loot system? here's an adjustable random loot generator: nwvault.ign.com/View.php?view=NWN2Scripts.Detail&id=133 i tested it on a single player mod and it automatically scaled upwards fine. yes it's an override, but with the right tools, that isn't a problem. here's a program that can be used to turn bunch of override files into a hak:http://nwvault.ign.com/View.php?view=NWN2Tools.Detail&id=100372&id=9 with all that being said, there really shouldn't be any worry about the magic level at the moment. ice said he made a bunch of gear up to +3, and it's in the mod. however, just because it's in the menu doesn't mean that there's a place for it to appear at yet. remember, we're in beta, and i'd have to guess we're only about half way through it. patience now will pay off in the end, when everything does finally fall into place. once there are more places for the gear to appear, the more the gear will appear.
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Post by Iceshard on Aug 4, 2008 8:45:54 GMT -5
As lorgin said, the DMG does actually state that anything above say a +2/3 is some impressive stuff to have. Going over that you spend great amounts of money or time trying to find these weapons let alone aquire them. As for my items, they have been sitting on Driller and JLF's end for a bit now just waiting on them to update the server with their stuff and my items. When that happens youll run a better chance of those items popping up in events I will be running. Also I sent two test merchants in (magical and non magical) that will prob be placed somewhere in BG so players can look at the items (and maybe buy them) while we work out how many merchants we want and where.
-Ice
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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 Aug 5, 2008 6:38:53 GMT -5
These two things need to be added on the starting ship by the next update, no question:
(did a quick copy from one of Ice's posts)
DO NOT use WASD Keys, this creates packet flooding
DO NOT run any computer scanning, messanging, or file sharing programs while logged on, this crushes your computers resources and drags on the server
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Post by Iceshard on Aug 5, 2008 8:14:56 GMT -5
yeah either add them to a sign on the ship, or have them start off in the players journal. That way they would know all about that stuff.. we could also post some other things in all players journals.. -Ice
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Post by borton on Aug 5, 2008 17:20:54 GMT -5
how bout some more quest related material so those that dont want to hunt can do some questing between rp and hunting borton
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lorgin2003
Senior Member
Dyn-o-miiiiite!!!
Posts: 373
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Post by lorgin2003 on Aug 5, 2008 17:28:50 GMT -5
yeah either add them to a sign on the ship, or have them start off in the players journal. That way they would know all about that stuff.. we could also post some other things in all players journals.. -Ice i would recommend having it on a conversation with the guy on the ship, and as a journal entry. so that they're sure to read it at least once, and have it as a constant reminder.
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laurk
Active Member
Posts: 105
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Post by laurk on Aug 6, 2008 13:35:56 GMT -5
It seems the only place in the world you can't lay down and take nap on this server is Baldur's Gate... one of the few places you -should- be able to safely rest.
Abby cannot rest in the temple of Ilmater, a place with beds and supplies. But ive seen people drop down and rest in tunnels submerged with water and crawling with man-eating trolls.
I think it is really goofy that you should be able to rest in a enemy choaked dungeon. Resting is supposed to take eight hours... but even RPing that you are taking only a short rest of a couple hours, doing it in the middle of a hostile dungeon filled with wandering monsters is far from realistic. That would be like going to the zoo and taking a 3 hour nap in the Tiger cage. Good luck getting any sleep.
I like the NWN 1 system where most dungeons are unrestable unless you enter a safe rest zone. This is usually a trigger surrounding a small room with a door that can be shut.
This does two things. First, it forces players to conserve and plan. And second it balances out the character classes. Wizards (and other spell casters) are powerful, but their one main drawback has always been that their power is -supposed- to have limits. Currently a wizard can cast his repitore of high level spells in EVERY fight, drop down and rest for 5 seconds and be fully loaded for the next fight. This makes the spell casting classes utterly and completely over-powered and erradicates any need for fighters and other support characters in a party.
Mostly I would love to see longer periods between resting across the board... and also specified resting points in dungeons... usually like one safe room halfway through the dungeon. That way healers are important and wizards have to concerve their power, therefore, giving others a chance to be useful.
Some of the most fun ive ever had playing NWN is when the party is low on supplies and spells, wounded, and are doing their best to survive against the odds and make it to safety. That will -never- happen on this server as things are because wounded, depleted characters enevitably just drop for that little five second rest and are at full strength again. Its not only unrealistic in the extreme, it also takes away the thrill of suspense and challenge that makes this game differant than a shiny rock collecting game like Diablo or WoW where the only goal is to click n' loot.
Laurk
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laurk
Active Member
Posts: 105
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Post by laurk on Aug 6, 2008 13:48:17 GMT -5
Id also like to see consequences for dying in PvP. I dont see why you shouldnt have to respawn just like if a monster wacked you.
The reason why this is important is becaues too many players have a tendency to be "fearless." Everyone wants to play a fearless character, but unless you are a Paladin, you are only as fearless as your Will save... and nothing puts a bit or realism back in this arena like a stiff death penalty for telling the 40th level weapon master to 'pike off.'
Also, ive seen and heard of players loosing in PvP, then when they are auto-revived, they stand up, buff and jump back into the attack against whomever beat them. I was under the impression this was considered griefing. Either way it makes 0 RP sense and is irresponsible.
Too often on servers with very little consiquence for death, players dont form a realistic reaction to having just got their arses handed to them. A player who was just -killed- should be shaken and be unwanting to go and fight against someone who just shoved a sword through their guts or turned them into a living torch with a spell.
On servers I used to play on in NWN 1, we had to RP a half an hour of memory loss. This prevented griefing as players had no idea who had killed them until someone informed them.
To die in PvP, stand up and attack the guy who beat you is not only a bit of bad form, its also pointless and removes any purpose to PvP. Two invincible characters endlessly beating on each other is like two blind people giving each other the finger. Whats' the point?
I would love to see a 'subdual mode' in place for sparring and bar fighting, and a normal death rules system for hostile PvP complete with respawns and XP loss.
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Post by shawnystyle77 on Aug 6, 2008 16:37:39 GMT -5
Id also like to see consequences for dying in PvP. I dont see why you shouldnt have to respawn just like if a monster wacked you. The reason why this is important is becaues too many players have a tendency to be "fearless." Everyone wants to play a fearless character, but unless you are a Paladin, you are only as fearless as your Will save... and nothing puts a bit or realism back in this arena like a stiff death penalty for telling the 40th level weapon master to 'pike off.' Also, ive seen and heard of players loosing in PvP, then when they are auto-revived, they stand up, buff and jump back into the attack against whomever beat them. I was under the impression this was considered griefing. Either way it makes 0 RP sense and is irresponsible. Too often on servers with very little consiquence for death, players dont form a realistic reaction to having just got their arses handed to them. A player who was just -killed- should be shaken and be unwanting to go and fight against someone who just shoved a sword through their guts or turned them into a living torch with a spell. On servers I used to play on in NWN 1, we had to RP a half an hour of memory loss. This prevented griefing as players had no idea who had killed them until someone informed them. To die in PvP, stand up and attack the guy who beat you is not only a bit of bad form, its also pointless and removes any purpose to PvP. Two invincible characters endlessly beating on each other is like two blind people giving each other the finger. Whats' the point? I would love to see a 'subdual mode' in place for sparring and bar fighting, and a normal death rules system for hostile PvP complete with respawns and XP loss. I agree. My only adoptation is to avoid actual death, this will creat too much bad blood for the exp loss. As an alternative, when the player "comes to" I think to leave him at near death with no spells is the best option. If it were possible, give him a sanctuary or etherealness when he revives so mobs dont kill him. The players that run or lay down after they revive are doing the right thing as far as RP goes, as for the others please be responsible in the future. Your char is not immortal, please dont act like you are.
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laurk
Active Member
Posts: 105
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Post by laurk on Aug 6, 2008 21:58:24 GMT -5
I suppose, but PvP doesnt scare me at all if im not afraid im going to die(loose XP). As for the "bad blood" Thats a personal problem. No sense in nerfing the game for the good players so a few cry babies dont get their feelings hurt.
In FRC, I always found people tended to avoid random PvP becaues they dont want to risk death... but we also have something that this server could really use.. which brings me to my next "id like to see" item.
I'd love to see the little "Easy" "Moderate" "Challenging" "Very Difficult" "Impossilbe" thing turned off.
On my old NWN 1 server this was off. That way you couldnt tell who was what level. It makes going into PvP a bit more suspensful because you simply dont know if the fellow your about to pick on is a higher level than you are.
One of my favorite scenes of this was when a uber thief guild leader on our server put on the "starting" leather armor and "pot helm" and starting running around like a noob. Some bullying mid level character who had been picking on noobs tried to push him around... boy.. was he surprised. hehe...
Of course turning this off for players also turns it off for monsters, but well, why not? Clicking "examine" shouldnt automatically tell you your odds of beating a monster. Thats why you explore new areas carefully and with help. I found this worked well.
It always bugs me how a character who can plainly see he is higher level than another will talk trash all day, but when an impossible walks in, all of a sudden he's not so quick to trash talk.
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Post by shikhee on Aug 7, 2008 12:50:52 GMT -5
Just joined, don't have a lot of PW experience with NWN2 but do with NWN1 and would just like to add to this thread... *** More intro (as a guy said on the first page) - If I didn't have some PW experience and knew you just had to go out there and risk yourself, and know that my first char (or a few) will be particularly suited to the world I would have felt a bit more stumped... dropped at one end of a big city map with no direction is a bit daunting, I like my hand to be held for the first 1-2 levels and still with a vague guidance quite a while after (be it via quests, or obviously marked maps with the threat levels). *** One thing I really dislike about NWN2 is the load-times between screens, especially magnified when your in a big city map and jumping in and out of tiny stores (and especially when theres a dozen places to pop into with not much in them). I know it looses a bit in atmosphere and RP value but if I had my way there'd be merchants in front of their doors all in the one map area Then again, maybe its just time I upgraded my computer!!! All classes should never be balanced, but with NWN2 and 4 classes you should almost always be able to manage something - and of course the best comes out of many "weaker" classes in a party, if you plan to Solo then you need to consider that in your char build strategy. Then again I'm not a fan of PvP (and like to Solo a lot, a love a world with lots of undead for a Paladin to squash!). Low magic worlds do make for more interesting builds, and its nice to give a Wizard a reason to bother with Greater Magic Weapon or Magic Vestment - and it makes perfect sense for that Wiz to team up with a Paladin or Fighter to make the most of these previous mundane abilities which gain a lot of power in low-magic. Look forward to more misspent time here!
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Post by x0ts0x on Aug 9, 2008 16:23:39 GMT -5
First of all - this server is already great! ^^ Even so, I have some suggestions that mayhaps can make it even better! <b>Dynamic Weather System</b> - Maybe it's too much? It would be great to see some lighting storms, rainfall, snowstorms. <b>Loot System</b> - The loot is small... almost too small. When I battle thru a bandit infested cavesystem - I don't want to leave with nuthin to sell... Hide some shiny ones, basic weapons, craft items! <b>Starting gold</b> - 1000GP? Make it class dependent - max 250gp. <b>Areas</b> - Durlags Tower, Outdoor areas around Nashkell (The mine, Firewine Bridge, Gullykin, Xvart Camp (BG1) ) Well.. that's all for now ^^ Keep up the good work! /x0ts0x
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Post by Iceshard on Aug 9, 2008 21:46:51 GMT -5
Well dynamic is possible for weather, however snowfalls are no. Just rain and sound effects to accompany them. OBE never did a snowfall effect for us to use as far as I know.
The areas are being worked on, some have higher priorities than others though so bare with us please.
Loot is also getting a rehaul to adjust and balance out the economy. You should be pleased with updated scripts and changed formats.
Starting gold is set to 1000 because you almost need that much just to get off the ground. It gets you some weapon, armor, and maybe a few potions.. without those though you are guarenteed dead very shortly lol.
-Ice
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Post by DEV Driller on Aug 10, 2008 9:15:24 GMT -5
There is a snowfall effect. We could implement it by creating/destroying placeables with the effect applied to it. -driller Well dynamic is possible for weather, however snowfalls are no. Just rain and sound effects to accompany them. OBE never did a snowfall effect for us to use as far as I know. The areas are being worked on, some have higher priorities than others though so bare with us please. Loot is also getting a rehaul to adjust and balance out the economy. You should be pleased with updated scripts and changed formats. Starting gold is set to 1000 because you almost need that much just to get off the ground. It gets you some weapon, armor, and maybe a few potions.. without those though you are guarenteed dead very shortly lol. -Ice
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