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Humble suggestion(s) from a Sundren newbie:

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  • Humble suggestion(s) from a Sundren newbie:

    As much as I appreciate all the great work put into the server, and I do like the helluva history in the server already. Kudos on everything thus far.

    I do have some suggestions though.

    My suggestion would be to have more dungeons that aren't quest-orientated. Seems a little too linear having quest-orientated areas; like Viridale's Mossclaw, Spittlefist, Aquor Warrens/Caves, and the Sundren Sewers. Though those are just the dungeons I've been able to explore with my main being level 9.

    I have explored most of Viridale, save for the Untrodden Grounds, but more things like the Untrodden Grounds that don't seem to have a quest attached to it.

    To cut it short, perhaps having more areas that are open to happen upon from just wandering/exploring.

    1: Expand the Sharahan Forest. Maybe add an area that just has a few scouts, but it mostly has game for hunters.

    2: Expand the Viridale: there's a path that leads nowhere if you go towards the Mossclaw Meet but don't cross the bridge.

    3: More Warrens/Caves like under Aquor within reason: Possible lead down into the UD, as just an example, or connect the Spittlefist Caves to the Sharahan Forest via warrens.

    ((I feel like there isn't a way to the UD in Sundren, can easily understand not having the Underdark in this server.))

    4: Sewers in Port Avanthyr: I seem to remember reading someone's suggestion about that there could be some sewers in the Port. +1 on that idea, imo. Though by no means would they have to be as extensive as Sundren City's. (+10 on the Sewers, I like them.)

    5: Expand the areas around Avanthyr and Mirakus Post: maybe connect them to the Crossroads/Exigo Trading Camp in some shape or fashion. Could connect Mirakus to Viridale though, could easily fit into #2.

    ((Could easily expand the areas around Sestra, though I have no idea how that area is laid out.))
    In conclusion, my only real thing that sets me back is the lack of areas to just explore without having to use the World Transition, have a quest, or within IC-reasoning.
    Main Character: Eli Dentyn - Swashbuckling Spellsword.

    Tragen Valerius - Sundarian Legionnaire.

  • #2
    Hmm... based on your description, there appears to be a lot of exploring left to do in Viridale. There are a total of five bosses in that forest plus the mini quest into the mushroom caves. I typically progress using the follow order (give or take a few order changes based on party composition):

    1. Sewers
    2. Ruins
    3. Spittlefist
    4. Viridale x 5 + Mushroom Cave
    5. Underground
    6. Necropolis
    7. Zinc Mines
    8. Fire Giants
    9. Cold Climb
    10. Sundren Mines
    11. Argyle
    12. Ixis
    13. IWD
    14. Mossdale
    15. Whurest

    Cheers!
    Cheers!

    Comment


    • #3
      I suppose I should've worded my experience of Viridale better, the only place I haven't explored is the Untrodden Grounds.

      -By Underground, do you mean Aquor's caves/warrens? Or is there some other network elsewhere? No spoilers if its the latter.
      Main Character: Eli Dentyn - Swashbuckling Spellsword.

      Tragen Valerius - Sundarian Legionnaire.

      Comment


      • #4
        I love the idea of new zones! Im sure whoever makes sundren maps would hate it though. :S
        Everyone cheer on doubt to bring more scary spooky monsters into the game! Get those side projects arollin!

        First suggestion- Weresharks! (and forget werewolves ever happened ;_;7 )

        (Show for anyone who likes nostalgia)


        Comment


        • #5
          As they are just suggestions, I don't expect them to take priority. I only have dabbled in the area-making of nwn2 and it is going to take some getting used to myself.

          However, very nice Gamer. That brings back some memories. Lol.

          and forget werewolves ever happened ;_;
          Could always add in natural werewolves in terms of mobs anyways. *shrugs*
          Main Character: Eli Dentyn - Swashbuckling Spellsword.

          Tragen Valerius - Sundarian Legionnaire.

          Comment


          • #6
            I suppose that would be cool, though didn't the Devs say before that there is a limit to the number of areas they can have in the module? I may have misinterpreted that though...

            What I'd actually like to see is more wilderness areas where you can interact with stuff...climb/jump/survival checks to find your way or avoid hazards.

            Aside from that I love Sundren's hand-crafted areas, each feels truly unique, and the tailored item drops only add to that. I have noticed a few areas are missing tailored items though...Argyle and Mossdale being the notable two. I'd be happy to write up/make some items for these areas if someone gave me an 'appropriate power levels' guideline

            Edit: Sorry for derailing, it's what I do.
            UTC+8
            Yes, I realise my RP writing sucks. Just be thankful I keep it short

            Characters
            Thalanis Moonshadow

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            • #7
              Derailing is always good, gets the ideas flowing! (at least in suggestion threads)

              Comment


              • #8
                A fair suggestion, though it can be a matter of perspective.

                I tend to view the various quests as 'introduction to Area X', from which the character can develop their own reasons for hanging around, rather than only being around for the quests. Each area has been around far longer than the related quests, rather than being created specifically FOR the quest (AFAIK).

                The contiguous size of various linked areas is deceptive: Viridale has 5 quests and 13 connected areas (Well, technically 14, but no-one can GET there), though some can be harder to locate. The path that leads to nowhere has a history, and is sealed due to in-game occurrences.
                The Pioneer's Way block, not including building interiors, is 21 areas and only two quests, which leaves plenty of area to meander about if you follow the roads.
                Many of the other areas have significantly more space to explore than one might expect, and after the Chartel Tunnels (Under Aquor), quests peter off and motivation to explore falls to the character and the whims of roleplay. Even if your character finds no reason himself to explore new places, talking with other PCs may encourage cooperative expeditions and various benefits, such as extra XP and the satisfaction of company.

                There is a limit to the number of areas per module, in addition to a more fundamental limit of how many total areas a server can support across all modules in the campaign. More areas, even unpopulated ones, increases server overheads.
                As for walkpaths, that has come up before and while it would be awesome, the rather critical shortage of developer staff is also a slight concern. :-) Though, Toupon really is amazing at his maps.

                Cheers,
                Kit

                Frazer Mfg. is a department of Frazer Fabrications, focused on the construction of high-end custom-crafted equipment and gear.
                Also part of Frazer Fabrications are:
                Frazer Armories - focused on resale of prefabricated arms and armorments;
                Frazer Merchantile - specialising in economic analysis and scaleable logistics; and
                Frazer Laboratories - the leading independent R&D for sundrite theory, arcane and mechanical engineering


                James Frazer: Anthropological Gearhead, Techsmith, Arcanaphysisist, Renown Proprietor
                AKA: Artifax Grade B Exigo Corporation Syndicated Associate VP, Professor, Quartermaster of the Schild Whurest-ExiCorp Joint-Operations Facility, and 'Annoying Mechanist'
                Theme: Stil Alive

                Grid vs. Squeegle, not Good vs. Evil

                Distances and travel-times for the Sunderian Peninsula:Free Version 1.0

                Crafting changes are a dead-horse topic, but feel free to ask me about crafting: If I can't answer it, I bet I can direct you to someone who can.
                To those who are interested in making or have crafting-oriented characters, please check out the Fabricator's Collective and how to get FC-certified.
                crafting tutorial.

                Unfortunate truths:
                Intention: [DM > Crafting > Faction Store > Drop > Regular Store]
                Reality: [DM > Faction Store > Drop > Regular Store> Crafting]

                Comment


                • #9
                  Originally posted by thaelis View Post
                  I suppose that would be cool, though didn't the Devs say before that there is a limit to the number of areas they can have in the module? I may have misinterpreted that though...
                  If that is the case then my suggestions are null and void, but completely understandable. Would also answer my own questions about the use of the World Map.

                  What I'd actually like to see is more wilderness areas where you can interact with stuff...climb/jump/survival checks to find your way or avoid hazards.
                  +1 on this. Honestly, more dynamics in the dungeons/wilderness would be awesome to see.

                  Aside from that I love Sundren's hand-crafted areas, each feels truly unique, and the tailored item drops only add to that. I have noticed a few areas are missing tailored items though...Argyle and Mossdale being the notable two. I'd be happy to write up/make some items for these areas if someone gave me an 'appropriate power levels' guideline
                  As for hand-crafted areas, I do like that they feel unique. Though I will have to add that the Viridale Ogres' cave could use a couple more loot spots. Tbh, the whole Viridale Mossclaw side could use a little more tailored items from what I've seen. I don't like grinding so I probably have only touched the surface of the loot tables there however.

                  As for Argyle and Mossdale, I wouldn't know. Though by all means, add in your thoughts, suggestions, ideas.

                  "I'm new! I don't know what to do!"
                  Main Character: Eli Dentyn - Swashbuckling Spellsword.

                  Tragen Valerius - Sundarian Legionnaire.

                  Comment


                  • #10
                    Loot tables are in repair right now.

                    "wilderness areas where you can interact with stuff...climb/jump/survival checks"

                    Trigger warning:Spoilers?

                    There is plenty of this that I use consistently, (mossdale/coldclimb/swamp/whurest/iwd/ixis/argyle castle/cartel tunnels) just gotta get past those low levels!

                    Like Kit said, be the Christopher Columbus you were born to be! Explore! And always be afraid to die!

                    Comment


                    • #11
                      Kit is pretty spot on with his comment regarding the quests, the intention is that they serve as an introduction to the lore and theme of a zone rather than being the singular reason for their existence.

                      Once you've passed through the low-mid levels the quests do peter away and you're left to choose your own path. That said there are some later daily quests that can net cool stuff.

                      It can seem odd having the same quests on the same dungeons or repeated everyday, but they do serve a good use. At higher levels the dailies provide something for people to group up and do when the DM's aren't about. The low-mid quests are ideal for groups, encouraging players to socialise, make alliances and generally be introduced to the server. You just have to handwave sometimes.

                      As for new areas, yes there is a finite limit somewhere out there but AFAIK we're not that close to it although the server may need more ram if we expand much more.

                      The biggest issue is DEV time, we've what could be called a critical shortage of mappers. Toupon is amazing but he's just one guy and has his time split between various projects.

                      As for me, I'm the arch-duke of procrastination, earl of distraction and the heir to the kingdom of vapourware. I don't even trust me to finish projects. While I am fighting against this legacy of lazy there are a few more critical things to get done before I can even think about whether my dev time should be spent on new dungeons or refining/redoing existing areas.
                      It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
                      Sydney Smith.

                      Comment


                      • #12
                        Originally posted by Doubtful View Post
                        While I am fighting against this legacy of lazy there are a few more critical things to get done before I can even think about whether my dev time should be spent on new dungeons or refining/redoing existing areas.
                        Like maintaining that dapper mustache, old chap!


                        More on topic, much of the server is designed to reward group play, rather than solo. The intro quests allow new characters a bit of buffer to locate and integrate with the playerbase, but hanging out with other people is generally encouraged over interacting solo, or only with questgiver NPCs. PCs can offer better quest rewards, in most cased, though more sparingly, and at personal expense rather than vanishing the funds from aetherwhere.
                        Parties also get a graduated XP bonus, with +25% for a party of two, +50% for a party of three, and +100% for a party of four or five. Plus you can head to more challenging areas, and explore all those places you otherwise dont see; like Argyle Keep, Ixis Plateau, Webbed Caves, Abbadon Decent, the Cult Site, and the notorious Golden Mine.

                        [edit] Looking over what I've written, it sounds like I'm writing a brochure or something. I suppose I should probably add it to my revision of the Sunderian Almanac :P

                        Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Exploration is not for everyone. Consult your doctor before use.
                        Last edited by Kitsunestume; 02-12-2015, 03:00 PM.

                        Frazer Mfg. is a department of Frazer Fabrications, focused on the construction of high-end custom-crafted equipment and gear.
                        Also part of Frazer Fabrications are:
                        Frazer Armories - focused on resale of prefabricated arms and armorments;
                        Frazer Merchantile - specialising in economic analysis and scaleable logistics; and
                        Frazer Laboratories - the leading independent R&D for sundrite theory, arcane and mechanical engineering


                        James Frazer: Anthropological Gearhead, Techsmith, Arcanaphysisist, Renown Proprietor
                        AKA: Artifax Grade B Exigo Corporation Syndicated Associate VP, Professor, Quartermaster of the Schild Whurest-ExiCorp Joint-Operations Facility, and 'Annoying Mechanist'
                        Theme: Stil Alive

                        Grid vs. Squeegle, not Good vs. Evil

                        Distances and travel-times for the Sunderian Peninsula:Free Version 1.0

                        Crafting changes are a dead-horse topic, but feel free to ask me about crafting: If I can't answer it, I bet I can direct you to someone who can.
                        To those who are interested in making or have crafting-oriented characters, please check out the Fabricator's Collective and how to get FC-certified.
                        crafting tutorial.

                        Unfortunate truths:
                        Intention: [DM > Crafting > Faction Store > Drop > Regular Store]
                        Reality: [DM > Faction Store > Drop > Regular Store> Crafting]

                        Comment


                        • #13
                          I think part of the reason that the module seems to be small is because there are a lot of areas where you need a group of well equipped PCs to explore. However, when your not a part of a solid group, random IC meetings tend to turn into campfire RP. Campfire RP does not tend to produce adventures (in my experience). Instead folks sit around RP'ing (not a bad thing), but their characters rarely make the jump from "random acquaintance" to "adventuring companion".

                          Hopefully, with the characters we are building in Team Good, you (Iron_Storm) will have more opportunities to have a solid group that can venture into these areas, and enough veterans of the server in that group to create IC reasons for visiting these areas (which the newer players may not even know exist).
                          Account Name: LuvHandles
                          Maneae StrongArm - Devilish Warrior Woman (Active: Finding her place after time in reflection)
                          Minael Cel'Anon - Elven Smith, Knight and Wizard (Inactive: seeking clues to lost elven artifacts)
                          Aria Duvaine - Wouldn't you like to know . . . (Inactive: Whereabouts unknown)
                          Ra'd Malik - Mulhorandi Warrior (Inactive: Off on a mission for the BH)
                          Khyron Brinsbane - Fury of Auril (Inactive: Working with Cwn Annwn)
                          Chazre Kenner - All around good guy with a penchant for revelry and chasing the ladies. (Deleted: Team Good, returned to Cormyr)

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