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  • #16
    I'd like to see areas that take advantage of the climb/balance/jump/etc. skills. Have an interactive object that asks for one of those checks, and passing the check grants you access to an area inaccessible by pc's without those skills.

    As far as CR goes...*shrug*...I tend to not make jacked up builds, so wherever I go, I'll be with a party, and therefore, entertained.
    Originally posted by Cornuto
    Glad everyone's being extra fucking ridiculous today.

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    • #17
      Originally posted by roguethree View Post
      I'd like to see areas that take advantage of the climb/balance/jump/etc. skills. Have an interactive object that asks for one of those checks, and passing the check grants you access to an area inaccessible by pc's without those skills.
      It's a massive amount of work, I could have just one person spend months to make that happen.

      We just don't have enough volunteers with enough experience at the moment.
      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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      • #18
        There are a few places aready that invoke such checks. You won't be barred from them, but failing the check certainly hampers progress
        sigpic
        Gravity is a myth; Earth just sucks.

        >>> Flame Warriors! <<<

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        • #19
          Originally posted by Saulus
          It's a massive amount of work, I could have just one person spend months to make that happen.

          We just don't have enough volunteers with enough experience at the moment.
          I don't doubt it, and my experience is far from unsatisfactory. You guys do good things.
          Originally posted by Cornuto
          Glad everyone's being extra fucking ridiculous today.

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          • #20
            Originally posted by Phantom Lamb View Post
            Just so you know GBB, the Shekinessi are available for that same CR range. You'll find them in that lava area of the mountains: Smoldering Burrow, I think it's called.
            Was in there once... maybe it's just me but I did not really enjoy that area. I have not been there in the last several months so perhaps it is no onger the way I remember it.

            It is, if memory serves, the borrow is on a much smaller scale when compared to Veritas. Which IS, by the way, incredibly fun... if morally gray.

            Veritas:

            Multiple levels
            Increasing difficulty the farther you go.
            Multiple mini bosses.
            Climactic end.
            High Risk High Reward.

            All in all a perfect dungeon.

            The snakes:

            Well...
            It's a cave
            It is tangled and the challenges were either flaming dung beetles that offered little challenge or a pod of hissing warlocks which DO provided a solid challenge but well there seemed to be too little to gain for the risk in that area.

            Perhaps working with that area.. expanding upon it... a subterranean temple perhaps....

            While an alternative to fighting Veritas... I certainly do not consider it equal to the storming the Schild.

            The undead kind of overlap Veritas as well... or they used to.. have not had much exploration in there since the newcropolis went up. The old one was great with progressive challenge and so on. Another great example of a dungeon imho. It just started at a lower level range (for most) than Veritas.

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            • #21
              A lot of good points are made here. I would have to say levels for different character types have easier times with different things. My dwarf (cleric) can rock up to and through Mossdale. My fighter needed more help, but with help has the damage output to go thought Veritas and Zinc mines.

              In general independent to how you slice it, I would think something between the Cartel and the Veritas. Perhaps something between Mossdale and the Cartel.

              I do think that the current areas require different parties for all to make it through, assuming you can find people to venture with. Sense the campfire has been done away with it seems one simply has to wait by the area for others to come along. Not complaining I think it is more realistic for everyone NOT to sit at the same campfire, just an observation.

              BedlamX make a good point that there is not much of a mix skill set in the areas (sorry if I miss understood), thus not much diversity in parties. In PnP we always had 1-2 fighter types, thief, cleric and/or magicuser.

              It would be cool to require a rogue to go beyond a certain point, but require fighters to get to that point and have some other requirement that a mage/cleric can only get though (requires fire or something, perhaps concentration).

              There are many areas I have not found parties to venture in (perhaps it is the time in which I can log in) so the above is based on limited exposure.
              Elandra: A former Red Blade, now roams the wilderness with the Lone wolf as her guide
              Alexandra: Ever faithful (just shy of a Zealot)
              Yodglum: May Kossuth's flame light your way and burn those in it!
              Ash: Dusty old miner of still looking for the "mother load" on Exigo's stag

              Shaving kittens: not an official sport, but fun just the same

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              • #22
                Id' say all of the above, I'd like to see a persistent dungeon who's critters scaled with level. If not that the 13-14 range because leveling really slows down past the initial quests around level 10 and this would add a bit of variety.
                Everyone exept yourself is to blame, you say your not satified. Well okay... You can have it all. Everything you crave, money, pleasure wrapped in leather, fortune and fame. Just sell your soul

                "I did not attend his funeral; but I wrote a nice letter saying I approved of it. " - Mark Twain

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                • #23
                  Originally posted by Espada View Post
                  Id' say all of the above, I'd like to see a persistent dungeon who's critters scaled with level.
                  This would be very nice. I've seen it on a few servers, but as I am completely ignorant of scripting stuff, I have no idea how hard it was to do.
                  Ursus Ahrahl: Vengeful Desert Warrior (http://www.sundren.org/wiki/index.php?title=Ursus_Ahrahl)
                  Zaphram Babblerocks: Silly Gnome Tinkerer
                  Ronon Darkholme: Eye and ear of the Night Watch of Kelemvor's Eternal Order (http://www.sundren.org/wiki/index.ph...onon_Darkholme)
                  Jakomyn Moriarty: Misunderstood Calishite mage (http://www.sundren.org/wiki/index.php?title=Jakomyn_Moriarty)
                  Turin Greyhold: Ex-mercenary paladin of Torm (http://www.sundren.org/wiki/index.ph...reyhold,_Turin)
                  Alexandros Pentacost: 1/2 Orc Cleric of the Red Knight
                  "Remember, Private..Friendly Fire is not a nice warm place you and your hippy buddies sit around at night toasting marshmallows and singing Kumbaya." --Me to one of my troops way back when

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                  • #24
                    I voted 7 - 8, but I also agree with the more popular 13 - 14. These seem to be the sticking points for most of the folks I talk to. Truthfully, I'd like more dungeons/quests for every level, with the alternate routes of evil and good to take, with consideration to lawful and chaotic being mostly based on dialogue role-play.

                    If I were a little more talented with the bricks and mortar of NWN2, I'd throw some stuff together, myself.
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                    • #25
                      Originally posted by Espada View Post
                      Id' say all of the above, I'd like to see a persistent dungeon who's critters scaled with level. If not that the 13-14 range because leveling really slows down past the initial quests around level 10 and this would add a bit of variety.
                      The problem with this is it attracts players of all levels, setting up unfair PVP challenges... or unfair buffing encounters. It's a pet peave of mine when someone tosses out Stone Skin to strangers.
                      "Microsoft has to move the Reply All button further away from the Reply button. It's the computer equivalent of putting the vagina so close to the sphincter."
                      -Bill Maher

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                      • #26
                        I voted 7-10, the more RP characters, Bards, Rogues, and others on a low combat potential path still get there butts handed to them regularly at level 6 fighting goblins in the hills I have a ranger who gets owned by the goblins in the Viridale, due to a low will save, he's pretty much been shelved at this point, though could probably make a tidy sum care bearing at the boarder and escorting people into the glade.

                        This is not to say that there is not a need for other level ranges. Or at least an adjustment in the way difficulty scales.

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                        • #27
                          Originally posted by Espada View Post
                          Id' say all of the above, I'd like to see a persistent dungeon who's critters scaled with level. If not that the 13-14 range because leveling really slows down past the initial quests around level 10 and this would add a bit of variety.
                          I agree completely, that's why I saved the quests for later rather than sooner on some of my characters (not all however)...
                          Ethric Urmbrusk - Noble Dreadmaster
                          Fulk of Helmsport - Faithful Soldier
                          Cornelius Faustus - Scytheful Scribe
                          Komeigyu Shoon Ieyasu - Exarch's Samurai
                          Tahlatril Auvrealylth - Ace of Blades
                          Elizabella Talmost - Sunite Sorceress
                          Lucretia Valentine - Shadowy Seductress
                          Haraldir Ironshield - Fallen Dwarven Defender
                          Justin Cecilius - The Next Great Blind Paladin
                          Hazlok Flass - Necromancer's Apprentice
                          Xander Magnus - Right Hand Enforcer
                          Zilabamuzale of Mezro - Guardian of Ubtao

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                          • #28
                            What about a dungeon/cave that simply gets harder the deeper you get in? Perhaps a common stair case or room with multiple passages leading to harder and harder stuff. that way when a 15th level party goes in they do not spawn uber creature in the areas meant for 8th level parties.

                            Occasionally going to mossdale lower level chars get pelted by creatures that were spawn (and not killed) by the previous party going to the ungrotten grounds (can not remember the name)
                            Elandra: A former Red Blade, now roams the wilderness with the Lone wolf as her guide
                            Alexandra: Ever faithful (just shy of a Zealot)
                            Yodglum: May Kossuth's flame light your way and burn those in it!
                            Ash: Dusty old miner of still looking for the "mother load" on Exigo's stag

                            Shaving kittens: not an official sport, but fun just the same

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                            • #29
                              Originally posted by nezzerscape View Post
                              What about a dungeon/cave that simply gets harder the deeper you get in? Perhaps a common stair case or room with multiple passages leading to harder and harder stuff. that way when a 15th level party goes in they do not spawn uber creature in the areas meant for 8th level parties.

                              Occasionally going to mossdale lower level chars get pelted by creatures that were spawn (and not killed) by the previous party going to the ungrotten grounds (can not remember the name)
                              Every dungeon I design gets harder the deeper you go in. It's just a natural expectation for me.

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                              • #30
                                Originally posted by Espada View Post
                                Id' say all of the above, I'd like to see a persistent dungeon who's critters scaled with level. If not that the 13-14 range because leveling really slows down past the initial quests around level 10 and this would add a bit of variety.
                                I personally don't like this idea. For a few reasons.

                                1) Scaling encounters generally give the impression you're not getting stronger with levels. Killing mossclaw as a level 20 should feel like you're devestating to them. If they scale up with you, you feel like a level 1.

                                2) It'll encourage high levels to run around low level areas because they both get rewarded being there. This tends to end up in lowbie deaths for various reasons.

                                3) People will find a dungeon that is easy for them and just stay in it grinding eternally. I'd like to encourage grinding exploration by having people visit various locales throughout their career.

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