A possible solution: Intra-server travel & PC density
Posted: Sun Apr 30, 2006 11:39 am
Assumption: NWN2 servers will, at some point, become as physically large as NWN1 servers are today.
Its the whole crux of the player (but not DM) density debate, smaller servers make meeting other PCs more likely. But they also keep us from representing Faerun as ideally as we might like.
The biggest problem I have seen is when PCs log in, they find themselves on seperate ends of the server, with little chance to meet each other. I see this happen all the time on the two servers I DM at, SD and BG. Much less common are PCs who seperate themselves after log in, and have trouble meeting up again.
Some people say caravans can solve this. How do we keep people from abusing them? Well, we can add price tags. But costers would HIRE adventurers, not the other way around. Who would ask Hignar for gold to ride their caravan through dangerous territory? Another problem is time: Caravans should really take time.
I thought about it, and many roads and areas are, for all intents and purposes, utterly safe. There is no reason we should force a PC to walk down a road if there are no RP opportunities, there is no danger, and he doesn't want to.
So my proposal is this: Implement an overland map with certain safe areas marked (if its incorporated into a random encounter system, great. If not, whatever). Unless the server is using the overland map for another travel system, PCs cannot enter the overland map once they have started playing. They can only enter it when they first log in. Then, the map will be displayed to them with possible destinations. They will be allowed to travel to any safe area within a certain distance from their last location. This distance is based on the amount of time they have been logged out. Travelling via the map, in real-time, will be no faster than walking in-game. The only difference is that the destination is not set as the "travel" starts.
For example, lets say Bob logs in in Baldur's Gate, and an impromptu DM starts a quest there, or maybe Bob starts a static patrol. Joe logs in in Nashkell. The roads between BG and Naskell can be safely travelled as long as your in a large caravan (and why walk alone when you can walk with an armed guard?). Normally, Joe might face a daunting walk to meet up with Bob. He's been logged out long enough that he could conceivably be anywhere safe on the server, so instead he simply selects to start in Baldur's Gate. And he does, where he and Bob can engage in whatever kind of adventurers they wish.
Disadvantages:
-It relies on meta. Most people meta to meet up already, though. In addition, many people simply miss each other for totally OOC reasons (logging in late, the lack of an ability to do something as simple as leave a note, ask a NPC, etc).
Possible abuse:
-Logging out to facilitate travel. We don't want PCs using the overland map in this fashion to simply travel on their own. Granted, I think if the walk is THAT boring, maybe the areas between those places shouldn't have been built anyways. But we don't want parties splitting up, with half of them logging out instead of walking. Without a DM on, I'm not sure how we can deal with this. One solution may be to make overland travel take more time than IG-travel.
-Using it to escape from jail, etc. Adding an option to the DM wand to remove the overland map option can prevent this.
Its the whole crux of the player (but not DM) density debate, smaller servers make meeting other PCs more likely. But they also keep us from representing Faerun as ideally as we might like.
The biggest problem I have seen is when PCs log in, they find themselves on seperate ends of the server, with little chance to meet each other. I see this happen all the time on the two servers I DM at, SD and BG. Much less common are PCs who seperate themselves after log in, and have trouble meeting up again.
Some people say caravans can solve this. How do we keep people from abusing them? Well, we can add price tags. But costers would HIRE adventurers, not the other way around. Who would ask Hignar for gold to ride their caravan through dangerous territory? Another problem is time: Caravans should really take time.
I thought about it, and many roads and areas are, for all intents and purposes, utterly safe. There is no reason we should force a PC to walk down a road if there are no RP opportunities, there is no danger, and he doesn't want to.
So my proposal is this: Implement an overland map with certain safe areas marked (if its incorporated into a random encounter system, great. If not, whatever). Unless the server is using the overland map for another travel system, PCs cannot enter the overland map once they have started playing. They can only enter it when they first log in. Then, the map will be displayed to them with possible destinations. They will be allowed to travel to any safe area within a certain distance from their last location. This distance is based on the amount of time they have been logged out. Travelling via the map, in real-time, will be no faster than walking in-game. The only difference is that the destination is not set as the "travel" starts.
For example, lets say Bob logs in in Baldur's Gate, and an impromptu DM starts a quest there, or maybe Bob starts a static patrol. Joe logs in in Nashkell. The roads between BG and Naskell can be safely travelled as long as your in a large caravan (and why walk alone when you can walk with an armed guard?). Normally, Joe might face a daunting walk to meet up with Bob. He's been logged out long enough that he could conceivably be anywhere safe on the server, so instead he simply selects to start in Baldur's Gate. And he does, where he and Bob can engage in whatever kind of adventurers they wish.
Disadvantages:
-It relies on meta. Most people meta to meet up already, though. In addition, many people simply miss each other for totally OOC reasons (logging in late, the lack of an ability to do something as simple as leave a note, ask a NPC, etc).
Possible abuse:
-Logging out to facilitate travel. We don't want PCs using the overland map in this fashion to simply travel on their own. Granted, I think if the walk is THAT boring, maybe the areas between those places shouldn't have been built anyways. But we don't want parties splitting up, with half of them logging out instead of walking. Without a DM on, I'm not sure how we can deal with this. One solution may be to make overland travel take more time than IG-travel.
-Using it to escape from jail, etc. Adding an option to the DM wand to remove the overland map option can prevent this.