Alright, there's a few things coming down the pipe that will change and a few things that need some clarification and reasoning.
Detect Undead
Something that has confused people has been Detect Undead. I forgot to update the spell description when I changed the spell.
Quite literally this shoots out a 30 meter CONE in front of you that requires you to focus on the area for 3 rounds to discover undead. This is not a radar for undead but something that gathers aura information. This is intentional.
The change brought the spell in line with P&P and made it a little harder to detect character slike vampires or NPCs that may be undead.
However, a change will be made further to remove the text "You detect no undead here." and instead it will only report when you get an aura. Upon casting a little message will appear explaining that.
Detect Good/Evil
This will also be brought in line with P&P rules, much like detect undead. This will help to be able to use it on NPCs that aren't hostile as well as on PCs and such.
This is NOT a metagaming tool. I repeat, you are FREE to use it as a paladin/blackguard as much as you want. That's the reason for it!
They have a code to uphold and much of it revolves around their alignment opposites. Blackguards should not be chilling with good people any more than paladins should be kicking it with evil people. I understand you want to have fun and interact with the whole of the server, believe me, I do. However, this is something you sign up for playing these classes.
Please be aware, however, of how your sponsoring god expects you to behave as a paladin. If it's unclear, I had posted some information from the Forgotten Realms books on the matter in some thread and can post it again.
Sending
This has quite literally become a problem in the PVP environment of Sundren. To me it's become an IC way of people being able to cause inescapable metagaming. I've seen, for example, sendings go out (Which is fine) telling people of enemies and fights, and people arriving on scene quite often to dispense justice. This isn't acceptable and trivializes the travel times on the server.
As such we've been reviewing possible changes to the mechanics of the spell to enforce more fair play policy and less gank mentality. One possible change may be that all sendings have a delay before delivery, thus people will be unable to act upon them until recieved.
Invisibility
This is mainly my own issue with it. I'm kind of sick of being spammed with SOMETHING IS MOVING OVER HERE! So a change will be that a server message will be sent to those who actually HEAR the invisible person and not a floating message.
Anti-Vampire Items
Due to people RPing this constantly, there will be items added in that can be used against vampires as expected in P&P.
Garlic, for example, can be brandished against undead and give a temporary fear aura to the player against vampires only, however, will incur some small penalities to social skills (you'll stink like garlic) and such.
Holy Symbols will also be able to stay off vampires they are used against in similar fashion.
I'll probably also be inserting a method of being able to use a stake on disabled or held vampires.
These changes may seem like they are for PCs, but we'll be introducing some NPCs that will require these objects.
HOWEVER, in light of these changes, the flesh to stone spells and such will no longer work upon vampires or undead as specifically explained in P&P rules. And vampires will no longer become pale skinned to get rid of some of the metagaming that people have done and admitted to.
The Dark Advent Crypt
I've gotten reports the ghosts in particular are too difficult in the crypt so I'll be nerfing them to be easier for new people.
New Encounter System
I'm hard at work trying to flush out a new encounter system which will allow us to place, QUITE LITERALLY, random encounters in areas. No, I don't mean you step on a spot and trigger it, I mean you may be walking around and random creatures spawn to attack you at different times. Some examples:
Viridale forest will have mossclaw, animals, even undead at night spawn on you.
Roads may have bandits that randomly decide you're a good target.
We want to add more flavor to how people interact with environments and make things feel less artificial. We also find people specialized in abilities they never get to use because dungeons of their level don't provide that specific encounter, such as spirit shamans barely running into elementals.
Hopefully this system will benefit everyone. And also, it'll allow us to generate more in depth quests and stories for areas since we will have much greater control over what spawns and when.
Conclusion
As always suggestions are appreciated and your feedback does help us make a better server. So ideas, keep them coming! But look at the dead horse list in the suggestion forum before you make them. People don't seem to do this.
Detect Undead
Something that has confused people has been Detect Undead. I forgot to update the spell description when I changed the spell.
Quite literally this shoots out a 30 meter CONE in front of you that requires you to focus on the area for 3 rounds to discover undead. This is not a radar for undead but something that gathers aura information. This is intentional.
The change brought the spell in line with P&P and made it a little harder to detect character slike vampires or NPCs that may be undead.
However, a change will be made further to remove the text "You detect no undead here." and instead it will only report when you get an aura. Upon casting a little message will appear explaining that.
Detect Good/Evil
This will also be brought in line with P&P rules, much like detect undead. This will help to be able to use it on NPCs that aren't hostile as well as on PCs and such.
This is NOT a metagaming tool. I repeat, you are FREE to use it as a paladin/blackguard as much as you want. That's the reason for it!
They have a code to uphold and much of it revolves around their alignment opposites. Blackguards should not be chilling with good people any more than paladins should be kicking it with evil people. I understand you want to have fun and interact with the whole of the server, believe me, I do. However, this is something you sign up for playing these classes.
Please be aware, however, of how your sponsoring god expects you to behave as a paladin. If it's unclear, I had posted some information from the Forgotten Realms books on the matter in some thread and can post it again.
Sending
This has quite literally become a problem in the PVP environment of Sundren. To me it's become an IC way of people being able to cause inescapable metagaming. I've seen, for example, sendings go out (Which is fine) telling people of enemies and fights, and people arriving on scene quite often to dispense justice. This isn't acceptable and trivializes the travel times on the server.
As such we've been reviewing possible changes to the mechanics of the spell to enforce more fair play policy and less gank mentality. One possible change may be that all sendings have a delay before delivery, thus people will be unable to act upon them until recieved.
Invisibility
This is mainly my own issue with it. I'm kind of sick of being spammed with SOMETHING IS MOVING OVER HERE! So a change will be that a server message will be sent to those who actually HEAR the invisible person and not a floating message.
Anti-Vampire Items
Due to people RPing this constantly, there will be items added in that can be used against vampires as expected in P&P.
Garlic, for example, can be brandished against undead and give a temporary fear aura to the player against vampires only, however, will incur some small penalities to social skills (you'll stink like garlic) and such.
Holy Symbols will also be able to stay off vampires they are used against in similar fashion.
I'll probably also be inserting a method of being able to use a stake on disabled or held vampires.
These changes may seem like they are for PCs, but we'll be introducing some NPCs that will require these objects.
HOWEVER, in light of these changes, the flesh to stone spells and such will no longer work upon vampires or undead as specifically explained in P&P rules. And vampires will no longer become pale skinned to get rid of some of the metagaming that people have done and admitted to.
The Dark Advent Crypt
I've gotten reports the ghosts in particular are too difficult in the crypt so I'll be nerfing them to be easier for new people.
New Encounter System
I'm hard at work trying to flush out a new encounter system which will allow us to place, QUITE LITERALLY, random encounters in areas. No, I don't mean you step on a spot and trigger it, I mean you may be walking around and random creatures spawn to attack you at different times. Some examples:
Viridale forest will have mossclaw, animals, even undead at night spawn on you.
Roads may have bandits that randomly decide you're a good target.
We want to add more flavor to how people interact with environments and make things feel less artificial. We also find people specialized in abilities they never get to use because dungeons of their level don't provide that specific encounter, such as spirit shamans barely running into elementals.
Hopefully this system will benefit everyone. And also, it'll allow us to generate more in depth quests and stories for areas since we will have much greater control over what spawns and when.
Conclusion
As always suggestions are appreciated and your feedback does help us make a better server. So ideas, keep them coming! But look at the dead horse list in the suggestion forum before you make them. People don't seem to do this.







Comment