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Some ideas bouncing around in my mellon

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  • Some ideas bouncing around in my mellon

    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)

  • #2
    Re: Starting areas

    I understand what you are saying here. However the difficulty of the areas is an encouragement to party up. This is a RP server designed to promote interaction. Yes you can go solo if you wish but if you are having difficulty then find some people to group up with. Its more fun anyway.

    I don't think we will see more 'starter areas' anytime soon.
    Peppington Merrifefferlis - Most learned scholar of the fine exalted institution that is Candlekeep, centre of all learning that is Arcane and magical in nature. Also loves cats.

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    • #3
      starter area is secondary really

      You make a good point about harder areas 'forcing' people to group up. I did make a point about it would be good for weaker class start-ups but the main point was there would be pelts and stuff that higher ups would need and purchase from the noobs. There is also a good chance many higher-ups would not farm these areas because it would stop their RP exp and that is a big deal now with the new cap.

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      • #4
        Crafting of +1 items is in. I've seen people do it.

        Why cater to soloists? If you want to solo, as my boys Dethklok say, "Go forth and die!"

        I can't make people sell things they find to each other, it's up to them.

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        • #5
          The reason that Hlaine and myself don't do higher than +1 items isn't anything to do with the lack of ability, it's due to rules. In lore, Thayan Enclaves do not produce items that are worth more than 2k gold. Thus, we adhere to that policy for the orders as well. Another thing is that Hlaine and I are just the brokers, we don't actually have any item creation feats ourselves (at least I don't), it's the merchants that make the items. Therefore, working on the crafting system doesn't do much in that regard.

          Also, making items in-game is not as intuitive as it was in NWN1. So we wouldn't be able to customize the items exactly to people's likings (which is the main lure Enclave orders have. Better items than what you can purchase from the Enclave can be found, but ordering from the Enclave allows you to get a custom look which you can't get elsewhere).
          -Arcanist Josirah Caranos, Red Wizard of Thay

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          • #6
            Please read the about page before suggesting things which directly conflict against our design philosophy.

            About Sundren.
            The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

            George Carlin

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