Wow so far very close on 3 options, seems the community is split between what they want most!
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Originally posted by Farmboy2003 View PostAs doubt mentions I'd like more roads and open areas that are not neccesarily dungeons that connects the areas. I really like the idea of an overland map, as it reminds me of my old BG days, and I can understand if the overland map is a specific intention in design. it also makes it easer finding eachother, but I really like exploring. On another nwn2 server I played on there were random encounters, and not always based on your level. Sometimes it would be a trio of highwaymen, once I was a attacked by a 7 man strong banite force! Always at random strength and at random places. This would be nice.
This would also help cater to the nature-classes (a ranger actually patrolling roads, making them safe or a druid harrasing trade routes), and would perhaps avoid ending up with a warden-like faction again? I'd like to think that this gives the ranger and druid class more reason to be a local sundrite instead of all those elves migrating and secluding themselves.
Also, I too have experienced the "Random Wilderness Encounters" thing, and I really like that idea. It adds some suspense and fear to travelling the roads! The creatures in those random spawns would never spawn on the actual road itself though, you would have to wonder off track to find them, so that lowbies wouldn't die every time travelling between cities.
Sometimes they got drawn to the roads by fleeing players however. So your 7th level party could be wandering along and then "Hill giant!!" cue epic battle for survival...UTC+8
Yes, I realise my RP writing sucks. Just be thankful I keep it short
Characters
Thalanis Moonshadow
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One thing I'd really like to see, on the feats/spells/etc category, would be Energy Substitution. I imagine the Aurilites would really like that, too.-Arcanist Josirah Caranos, Red Wizard of Thay
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I agree with a lot that has been said here, and honestly it is very hard to vote for one thing I want from this server. I have devoted countless hours over the course of several years, and though I have tested the water on other servers, there is a lot that draws me back.
We would all like to see that all of this is done, I am sure, and prioritizing what we want to see is difficult. I for one can say I don't think I will be disappointed with any new content. That said, I re-iterate my vote for Classes/spells/etc as the most needed tweak. While we have a multitude of different classes, there are some definite holes. Adding more specialization for players through added feats and class features would open a lot of new doors for players to explore. I think once some classes have been looked at, and things added, the world itself is next on my personal list of priorities.
That is just my two cents.
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I would definitely say 'New Gamesystems + Rep gain methods' simply because working on them is likely to improve two, or all three of the other options.
More ways to get involved in your faction (Such as the battlefeild idea) automatically provides new areas, as well as potental for quests, and (if it is set up somehow to allow it) would not need DM oversight to maintain interest and balance. Perhaps a daily or weekly task to observe/engage a random NPC dungeon-boss or opposing faction at their home area. The suggestion for more wilderness areas and roads could also be included: protecting a shipment, delivery, or group of NPCs going from point A to point B, for example. After all, someone's gotta get goods and grain past all those bandits, not to mention the potential problems if a rival faction finds out what your doing.
New (or improved) Gamesystems (Like Crafting, persistant markets, and factional interaction) could also provide further self-sustainable interaction beteen PCs. The goods system discussed in Farmboy's post could facilitate transctions between PCs for otherwise usless items (To many), and could be expanded to include items totally useless to every adventuerer, but enable the ability to gain a slight profit by just walking about. One example could be a repeatable quest from Farmer Bob to take his wheat to the market on a regular basis, or a herd of pigs, and have a slight variance over time between the 'free-market' locations (Farmer Bob would probably sell his goods, rather than rely on scoundrels to return with his profits). Chosing the 'right' market on a given day would make you a profit, whereas an unlucky one would mean a net loss (Unless you held onto 50 pounds of wheat to sell the next day). If said goods were dropped on death (Similar to a corpse) and lootable by others of less-well-intentioned minds, that could also prove interesting.
While I like the idea of adding new classes and spells, they get prohibitive with too many. More classes are good flavor, of course, but there are some currently in the system that have little use (I point out that my druid is one of the 4 Nature's Warriors on the server, for example). While I have often wished that there were more classes available, I can often use the existing ones to create a hybrid similar to my intended build (Kit even follows the skill requirements for Spymaster).
In a similar manner, and as GBX has already pointed out, Sundren already has too many spells - Satoshi and Yevelian both have wizards than can hold the server hostage by threatening to scribe one more spell into their books. While there are spells out there that would be awesome if added, I don't see there being much chance of agreement of what to remove. In all, short of re-writing the entire section of code that monitor's known spells, it seems balanced enough as is required for now. Although, I do recall discussion at one point about 'wizard spellbooks' that could possibly remove and store a spell to avoid the cap somehow.
Feats could certainly be an interesting point for growth, offering a bit more of a modular approach to leveling and character customisation. I personally think it would be intresting to see epithet feats with minor bonuses or detriments (Notorious isn't exactly something you 'learn' to be, for example). In terms of synergy with the above suggestions, Feats such as Leadership, background feats, epithets, etc. could be altered to support or hinder other interactions.
And to conclude, it would certainly be appreciated for Shadowdancers to get their most awesome class ability. (Monks have had it for ages >.>)
My copper worth of ideas and opinion anyhow,
If I have 'two cents' and someone gives me 'a penny for my thoughts', do I have 3 coins???
Cheers,
Kit
[Edit: Looking back at my post, half of it should probably be routed to the suggestion forum eventually. aah, well.]
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]
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Heh, no one can ever agree on anything! This is my list of silly spells, but I bet a ton of people disagree!
Aiming at the Target - no comment req'd
Appraising Touch - just silly, makes all Wizards master merchants
Blast of Force - same damage as Magic missile, one level higher
Bestow Wounds - i've never used it, but maybe others do?
Dread Word - Fort save or 1d3 Cha dmg?! Maybe if there was no save it would be worth memorising just for use vs. Paladins.
Locate Creature - 95% of the time is used for OOC purposes
Wracking Touch - 1d6+10 damage? There are second level spells which do 16d6 so no thanks.
Power Word:Maladroit and Power Word:Weaken - no comment req'dUTC+8
Yes, I realise my RP writing sucks. Just be thankful I keep it short
Characters
Thalanis Moonshadow
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Wracking touch allows sneak attacks so I doubt arcane tricksters would want to let that one go.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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Appraising Touch - just silly, makes all Wizards master merchantsOriginally posted by SaulusStop playing other shitty MMOs and work on Sundren, asshole.
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Originally posted by Snowmane View PostWracking touch allows sneak attacks so I doubt arcane tricksters would want to let that one go.
Melf's Acid Arrow is the one that lags behind, mainly because most creatures die before it can do its full load of damage (9d6 over 36 seconds at CL18).-Arcanist Josirah Caranos, Red Wizard of Thay
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I somewhat forsee Divination Spec having like 5 spells from most opinions. And Appraising Touch is incredibly useful for those of us who arn't Necromancers and make Scrolls, Wands, and Potions. In addition, perhaps just removing them from the Wizard/Sorc spell-list rather than removing them from the game entirely. Exotic scrolls for those capable of using them, for example.
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
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I'd like to see the entire valley of Sundren covered in snow. That would be a cool change.My'athvin Simaryl - Elven Mhaornathil
Mhaenal Ahmaquissar - Minstrel Knight
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Originally posted by Farmboy2003 View PostI'd like to see the entire valley of Sundren covered in snow. That would be a cool change.It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
Sydney Smith.
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