Well I tried to give some of these ideas to GBX in game and he smacked me around a bit and said go here...so here I am. I need to point out that I am a 'fault finder' mentality so if any of this sounds like complaining or saying "do it this way!" that is not my effort here, so forgive me and feel free to use anything useful and laugh at anything silly.
First off, as a new (ish) user here I immediately noticed a few things. One, there is really no place to go but spittlefist when you are a new player. The sewers are five times harder and three times less exp. Another thing I noticed immediately is there is no PC interaction for trade. Well Smegs, what do you suggest? Glad you asked..
Off of the current forest border you could place some additional generic 'forest' areas north, east, and west. In these places you have normal animals, a few exp less than the goblins in spittlefist but geared for the weaker character start-ups. The animals would be neutral until attacked and then only a single animal would aggro, giving very weak starter classes something they can handle, and these animals would provide crafting items (pelts, horns, organs, etc).
Next, you make crafting of all items of +1 (ish) level craftable by players. Also, you make millions of craftable clothings for RP purposes and are player makable. I know you want to keep Sundren a very low magic server but you also want people to interact and RP more...so if regular players could make interesting clothing and items that are a tiny bit more unique than the shop stuff they would buy items from other players to make items to sell to yet other players. Win-Win situation. Since you can control what items are available for crafting you can control exactly what is makeable.
High level mages like Hlaine and Josephine should be able to fashion items up to +2 (ish) strength, but needing many supplies purchased from players hunting to succeed, thusly driving the prices up but makng all the stags player to player versus shops and farming gold all the time. Another facet of this particular idea would be to make player potions, scrolls, wands all better than shop items in some way, duration, healing amount, etc. This would stimulate another level of player trade I don't see very often.
I think that some of those steps would,
1) free up Farsight from a task no other DM's seem to want to help him with.
2) encourage far more inter-player trading giving folks some other way to make stags than farming.
3) cause a TON more RP to happen with just basic trade and a 'reason' to go get some pelts or horns or whatever..
I tend to post to long of posts and people don't read them so I will put other ideas in next post. I hope there is something here of use to you developers.
Smegs
Tera-so sexy
(yeah I can't seem to change the profile name)
First off, as a new (ish) user here I immediately noticed a few things. One, there is really no place to go but spittlefist when you are a new player. The sewers are five times harder and three times less exp. Another thing I noticed immediately is there is no PC interaction for trade. Well Smegs, what do you suggest? Glad you asked..
Off of the current forest border you could place some additional generic 'forest' areas north, east, and west. In these places you have normal animals, a few exp less than the goblins in spittlefist but geared for the weaker character start-ups. The animals would be neutral until attacked and then only a single animal would aggro, giving very weak starter classes something they can handle, and these animals would provide crafting items (pelts, horns, organs, etc).
Next, you make crafting of all items of +1 (ish) level craftable by players. Also, you make millions of craftable clothings for RP purposes and are player makable. I know you want to keep Sundren a very low magic server but you also want people to interact and RP more...so if regular players could make interesting clothing and items that are a tiny bit more unique than the shop stuff they would buy items from other players to make items to sell to yet other players. Win-Win situation. Since you can control what items are available for crafting you can control exactly what is makeable.
High level mages like Hlaine and Josephine should be able to fashion items up to +2 (ish) strength, but needing many supplies purchased from players hunting to succeed, thusly driving the prices up but makng all the stags player to player versus shops and farming gold all the time. Another facet of this particular idea would be to make player potions, scrolls, wands all better than shop items in some way, duration, healing amount, etc. This would stimulate another level of player trade I don't see very often.
I think that some of those steps would,
1) free up Farsight from a task no other DM's seem to want to help him with.
2) encourage far more inter-player trading giving folks some other way to make stags than farming.
3) cause a TON more RP to happen with just basic trade and a 'reason' to go get some pelts or horns or whatever..
I tend to post to long of posts and people don't read them so I will put other ideas in next post. I hope there is something here of use to you developers.
Smegs
Tera-so sexy
(yeah I can't seem to change the profile name)




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