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 Player Idea Generator and Suggestion Box

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HDM Azmodeus
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PostSubject: Player Idea Generator and Suggestion Box   Tue May 12, 2009 9:26 pm

OK guys, here it is. We are always looking for input from our players; and this is now the place to give us the feedback.

Leave any suggestions on things about the game you would like the staff to take into consideration. Some ideas for weapons and armor, more specifically; bonuses and abilities or damage, are set. We have it a +4 max for weapons and armor that can be purchased in the shops. It is this way, so all toons are equal in standing of weaponry. Builds are a different story though. Guild Items can go to +6, but they are only guild items. It is the benefit to joining a recognized guild, and advancing the plots and stories of the worlds shaping. Even non official guilds such as the thieves guild will get benefits, but until we are done reconstructing the mod, the benefits are for the main guilds right now

Other ideas about things players might like are welcome. Such as a "Boss" NPC villain at the end of a cave. We will work on these things as they come up. The DM staff has meetings, and we all communicate. No suggestion will be disreguarded, unless it is completely unbalanced, and outlandish; i.e. Characters that have items that grant immunities to EVERYTHING, lol. or, not everyone is going to have a "greater dragonlance". The heros of the books had a couple, and look what they had to go through to get them, and what it cost.

So again, leave ideas, opinions about ideas, suggestions, notes; whatever about the game. Some may get implemented, others only in part, some not at all; but we welcome them all, and want to hear them. It is the players server after all.

Thank you
Sith

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PostSubject: Re: Player Idea Generator and Suggestion Box   Tue May 12, 2009 9:35 pm

To go with the Boss idea, a few epic level (Ridiculously so) Dungeons that are semi-insane to beat, but beatable if there is just the right mix of power and bravado. End them with some overpowered dragons that do over a 100 damage a hit and beyond them a treasure trove to reward the parties efforts. Good times.

More uses for skills such as open lock, disable trap, and search would be nice. (Hardly anything locked that doesn't require a guild key or traps in general not counting those set by PC's) Make it a point for some of those epic dungeons to be trap heavy... possibly.

A few, generic, large open area's such as a forest, plain, mountain, cave, castle, tower, etc. to be used as various sets for DM Quests. (If these are already in, ignore this.)

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PostSubject: Re: Player Idea Generator and Suggestion Box   Thu May 14, 2009 7:47 pm

These 2 quotes are from the "rant"-section. They are not from me. I just put them here, because they fit here Wink .


Burning Arrow wrote:
The reason I've been away has mostly to do with school. I'm close to getting my degree, but with midterms over with, I should have more time to play.

The other reason is there are a few things I actually don't like about the server that has kept me away for a bit. I enjoy the roleplay and it's a fine place to kick back and enjoy myself when I'm not busy. It probably won't make me the most liked person that plays here, but since this is a rant section, I may as well get it off my chest. I think I'll color-code the issues for ease of reading.

One of the things I don't like are the spawns. The scripting is such that the monsters scale to your level; I actually like that. It keeps things a little more interesting as you go along.

The thing about them that I don't like is the way they scale. The way things are set up, you will never have an advantage over anything in the module. You just keep spawning impossible numbers of virtual titans.

I have seen other servers where if you encountered kobolds at level 1, they'd be plain "Kobolds". Encounter them at level 5 and they'll be "Kobold Thugs" or "Kobold Footpads" with maybe a "Kobold Shaman" with them.

It is good that the goblins and such scale, but there needs to be a cap somewhere. Walking between any and every town on the entire server shouldn't be an Epic Struggle for Survival where you go up 6 or 7 levels just trying to get from Point A to Point B.

I suppose you could always take the caravans, but what about those characters that wish to stay true to their character and walk (such as druids and rangers)?


Next, is the numbers and the spawn points themselves... Not every class has the ability or roleplay reason to nuke dozens upon dozens of enemies at once. If your party's CR is high, you tend to spawn completely impossible numbers of enemies. What's worse, they simply appear out of nowhere a few feet away from you, or worse, right on top of you.

This is a major problem. Not only is it hard to roleplay how all 12 of those Goblin Chieftains all snuck up on the group at once without even a tree around for cover, but it completely invalidates certain classes' key features. What is the use in playing a ranger or rogue (who's traditional role is often that of a scout), if you never see the enemies until they're already on you and you're the reason the enemies are there.

You only make things harder for your group by spawning more and more numbers that'll probably kill everyone and lag the server to death.

There needs to be a cap on the numbers of the enemies that spawn. If there are three goblins around the corner at level 1, there should be three goblins around the corner at level 10, only more powerful goblins. This brings scouting danger ahead, planning a strategy to face them, and looking out for further dangers back to the sneaking classes.

The spawn points should be farther away as well if it isn't possible to have the spawns roaming the areas to begin with. I think roaming monsters would be great. It gives you the chance to execute actual strategy against them instead of mindlessly running up and blasting/hacking away at the tightly clustered groups that never do more than stay a tightly clustered group and blast/fire away at you.



Next, there is a lack of monster bosses anywhere. That may be fine sometimes, but I doubt every clan of ogres and werewolves and goblins all adhere to a disorganized mob-rule mentality enough to never have a chief or champion or king or whatever. Battles against such foes should be an Epic Struggle for Survival.

Without some ultimate and tangible goal to organizing a party and sallying forth to combat evil (or the competition!), all the monsters devolve into nothing more than a mindless tool to level up/grind upon.


I must be real popular right now with my opinions... I only have two more things to gripe about, then I'll get to some good points so I won't have a completely negative post here. I know a lot of work when into this module. More so than I've seen in many, many others. I like it so much that I am willing to write this impossibly long post to voice my thoughts, instead of leaving for some other.

There needs to be a few quests.

It can be something as simple as a few Fetch Quests or quests that require you to talk to an NPC or two (preferably requiring the use of skills that have little to do with combat), but there needs to be another way to make money than killing monsters and selling the loot.

If there were something as simple as an ongoing quest to deliver a package for the Town Hall/Magistrate or mail to another city or something, it would open up ways for one to play noncombat character concepts.

The way it is now, the entire economy seems centered around: kill monster, sell loot; monster kill you, sell your loot to clan.


My last issue will probably make a lot of players hate me, but... the monsters drop way too much loot, and the loot they drop is far too valuable.

Not every single bandit should drop +3 weapons that sell for tens of thousands each. There needs to be a ratio in place where only a few drops should appear every few battles. Realistically (yeah, I know, it's a game - how realistic can it be, right?), after a battle, not every blade will be usable and in perfect condition and ready for resale from every single person. If only 10% of the enemies had a drop, it would be a vast improvement and force people to slowly earn the nifty magical items you see in the stores.

As things stand, you have players walking around with hundreds of thousands of gold peices and the most powerful items in the stores - and nothing to do with it all, having little motivation to actually adventure in the first place.

I've seen people say things like "You take it. I have everything I need." after an epic struggle against swarms of magical enemies.


All in all, after everything is said and done with the way things are now, there is little reason to go anywhere or do anything besides choose a city to talk to other characters in. If all I wanted to do was talk when I turned on my computer, I'd just log onto IRC.

Well... onto the good points.

Restricting the items to +4 makes a lot of sense to me if you want to lower the scale of magic in the module. Making items with a property a max of +3 makes all the sense in the world. Please don't change that formula.

The custom items? Genius. I think I love that second-most of all about DLCO. Too many servers get stuck in the myopic pattern of using the stock NWN items. When I saw it, I was very, very impressed. Good job.

The best thing about DLCO to me are the cities. They are large, varied, have commoners roaming about and suitable sound effects making DLCO seem like a fully-realized world of Krynn. All of the houses and shop spacing, and the fact that the stores are specialized so that there isn't just one dopey guy in a bland room that buys/sells everything makes a lot of sense to me.

Traveling on ships... this is a stroke of genius. It actually gives you the chance to roleplay the boat ride between ports. I love that. It always bothered me in other modules where you'd just *poof* into the next port with no roleplay in between. It never occurred to me that you could do that, but now that I've seen it, I wish everyone had the forethought to do it in their modules.


You could just consider this the rantings of some guy that just finished stressing out over midterms and is now about to crash. Even if nothing changes, I'll still pop in from time to time to play. The players are great here and I enjoy the roleplay with them. That, more than anything, keeps me coming back.



Salantra wrote:
Being a new player here, and never seeing the how the server was prior to joining a week or so ago, I do not hold any bias or yearning for the way things used to be.

I love this site. At first I was a little confused and easily frustrated that my level 3 warrior couldn't leave town alone, as the 4 goblins outside would kill me. I got over that and learned how to adapt. Now 6 more levels in, and getting into the RP factor, I am loving things.

The only real "beef" or suggestion I have is:

There needs to be something, perhaps a boss-like challenge or something at the end of the caves and such.

After exploring the Goblin Caves and The Bandit Caves (Outside of Caergoth), I desended into thier depth, came to a dead end, and thought "That's it?". Then I would have to backtrack through, and fight the same enemies on the way out that I faced coming in. (Which also takes away from the feeling of "clearing out" a dungeon)

That's about it. If it never gets changed, and I not going to cry or complain it. I love this world as a whole, and a few irks isn't going to change that.

Okay, that's it.

/rant.

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PostSubject: Re: Player Idea Generator and Suggestion Box   Tue Sep 08, 2009 12:27 am

I would suggest a 'Pawn Shop' like the one just outside Zaradene, the Half-Orc Girl Shmeer, one of these within each city. Why do I say? Well I dare to say Zaradene is not the one place people are going to go to sell things, and it seems most all shops but these 'Shmeer' like shops are the ones that'll start making the server lag. So I'd propose start placing these Pawn Shops or Melting Foundaries... Things like that..

(Like you sell items to it and they Melt it down to make use of it..blah blah... thats just a suggestion for originality instead of everything just being Pawn Shop)
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PostSubject: Re: Player Idea Generator and Suggestion Box   Wed Sep 09, 2009 8:35 pm

Discussing this proposal of QM Veign with the other DMs. If the decision of placing "loot traders" in towns is positive, it will be announced.

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PostSubject: Re: Player Idea Generator and Suggestion Box   Fri Sep 11, 2009 3:33 am

I like the idea of loot traders around town. Maybe even set them up with a few scripted quests for players to obtain certain gems or metals or weapons to be melted down/upgraded into other items that could either benefit the player with items or XP. Sounds cool in theory anyway Razz

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PostSubject: Re: Player Idea Generator and Suggestion Box   Fri Sep 11, 2009 4:40 am

Actually, that does sound very cool. I kinda like that idea. Perhaps we can look into it. I will get back to you guys after me and rider discuss it, and see if it can be worked out

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PostSubject: Re: Player Idea Generator and Suggestion Box   Fri Sep 11, 2009 9:49 pm

Fenix6888 wrote:
I like the idea of loot traders around town. Maybe even set them up with a few scripted quests for players to obtain certain gems or metals or weapons to be melted down/upgraded into other items that could either benefit the player with items or XP. Sounds cool in theory anyway Razz



WHAT ARE YA BUYIN'?

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PostSubject: Re: Player Idea Generator and Suggestion Box   Sat Sep 12, 2009 12:52 am

Not a huge priority, but it'd be nice if there was a bookstore somewhere. There's quite a few books already in the server, but I have to say it was strange having to go to the town hall to steal borrow some books to place in my bookshelves in my house.. And I highly doubt everyone'd just give away books. Knowledge is power!

.. In short, it's not hugely complex, and it'd be neat.

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PostSubject: Re: Player Idea Generator and Suggestion Box   Sun Sep 13, 2009 1:39 pm

Kira wrote:
Not a huge priority, but it'd be nice if there was a bookstore somewhere. There's quite a few books already in the server, but I have to say it was strange having to go to the town hall to steal borrow some books to place in my bookshelves in my house.. And I highly doubt everyone'd just give away books. Knowledge is power!

.. In short, it's not hugely complex, and it'd be neat.


Haven't you realized by now? The Tower took most of the books and hid them in a box somewhere.

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PostSubject: Re: Player Idea Generator and Suggestion Box   Sun Sep 13, 2009 7:03 pm

......

lmao gravley
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PostSubject: Re: Player Idea Generator and Suggestion Box   Mon Sep 14, 2009 7:25 pm

Actually...most of those books are probably in Xenos' house....seriously....I have....billions? *Dr. Evil face* of books in my house.


But, all humor aside, a book store wouldn't be bad....maybe have a random generator or something attached to it that cycles some of the rare books in and out of the inventory of the shopkeep. (Yeah, I have good ideas, but no flippin' clue how to code it! >.< Good luck DM An'Marach lol)

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PostSubject: Re: Player Idea Generator and Suggestion Box   Mon Sep 14, 2009 8:01 pm

QM Veign wrote:
......

lmao gravley


it's true, Fenix and the Tower both got dibs on all of the books, and agreed to split it

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PostSubject: Re: Player Idea Generator and Suggestion Box   Tue Sep 15, 2009 1:35 am

Why not try a library Wink

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PostSubject: Re: Player Idea Generator and Suggestion Box   Tue Sep 15, 2009 1:18 pm

... time ... time ... maybe one day? Laughing

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