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Suggestions, Mk II
Posted: Thu Apr 30, 2009 2:18 pm
by Curmudgeon
Time for a new Suggestions thread.
Re: Suggestions, Mk II
Posted: Thu Apr 30, 2009 10:14 pm
by Brother Humphrey
I know it exists. I suggested an alteration in it's method of reaching the paying public to bring us a blast from the past, so to speak. At present, it acts as any other church store, which is pretty boring if I may say so. Not the sort of thing one would expect of a Wonderbringer's place of business. One expects the chance of walking in on an explosive experiment and getting drafted into it as a guinee pig when one thinks of the typical out of the way hideaway dedicated to Gond. You know what I mean?
Re: Suggestions, Mk II
Posted: Wed May 06, 2009 7:58 pm
by Brother Humphrey
DWARF AND ORC MUST BE SUNG IN FELBARR'S TAVERN, OR I'LL BOYCOTT THE PLACE!
Re: Suggestions, Mk II
Posted: Wed May 06, 2009 8:20 pm
by Mick
Brother Humphrey wrote:DWARF AND ORC MUST BE SUNG IN FELBARR'S TAVERN, OR I'LL BOYCOTT THE PLACE!
Probably better that you do, judging from what is written about Lem in one of the stalls in their latrine. I didn't know Lem and Rath were
that close.
Re: Suggestions, Mk II
Posted: Thu May 07, 2009 11:19 am
by dergon darkhelm
Mick wrote:Brother Humphrey wrote:DWARF AND ORC MUST BE SUNG IN FELBARR'S TAVERN, OR I'LL BOYCOTT THE PLACE!
Probably better that you do, judging from what is written about Lem in one of the stalls in their latrine. I didn't know Lem and Rath were
that close.
At least Rath pitches.
Re: Suggestions, Mk II
Posted: Thu May 07, 2009 11:59 am
by Brother Humphrey
Bitch! *stomps off to sulk and wreak vengance on the poor, defenceless gnolls*
Re: Suggestions, Mk II
Posted: Sat May 09, 2009 5:35 pm
by Brother Humphrey
How about some misguided mage imports a couple suitcases full of necrotaurs, and their random movement scripts, that break loose and scatter into the wilds between HH and SM? That'd spice things up a bit, no?
Re: Suggestions, Mk II
Posted: Sun May 10, 2009 3:14 am
by Dorn
Hi curm et al,
I think some increase in wandering monsters should be put in if it is something you can do without too much pressure on yourselves of the tech crew.
The fact there is no 'fog of war' on minimaps* means players can see where most of the spawns are (camps) or would be (nooks and crannies etc) from the moment they enter an area. While i'm not suggesting everyone conciously uses this information, i believe this reduces the value of scouts (rogues or rangers or whatever).
This may have been addressed. If so please disregard.
*THis is very frustrating for me in NWN2
Re: Suggestions, Mk II
Posted: Sun May 10, 2009 4:07 am
by Ithildur
Dorn wrote:Hi curm et al,
I think some increase in wandering monsters should be put in if it is something you can do without too much pressure on yourselves of the tech crew.
The fact there is no 'fog of war' on minimaps* means players can see where most of the spawns are (camps) or would be (nooks and crannies etc) from the moment they enter an area. While i'm not suggesting everyone conciously uses this information, i believe this reduces the value of scouts (rogues or rangers or whatever).
This may have been addressed. If so please disregard.
*THis is very frustrating for me in NWN2
Aside from fog of war with the minimap, another reason why scouts seem much less valuable in alfa2 compared with alfa1: monsters apparently have much shorter range of sight than in alfa1. What this means is that you can walk up (or even run) with a guy in clanking full plate, and spot the mobs, long before they are aware of you. You can withdraw or initiate action as if you've surprised them most every time (there are exceptions, if the mobs are spaced apart then you might only see one or two where there are actually five or six, corners/cover might conceal a few etc) regardless of your stealth or survival skills or lack thereof. This combined with the feature that warns you when ATing into an area with hostiles nearby (which is a good feature in of itself) seems to translate into people being able to be far less careful than I remember from alfa1, where scouting was very necessary for survival in dangerous areas.
I know lag, etc is a constant issue, perhaps a more frequent problem with the NWN2 engine at this stage that nwn1, so I can see why the monsters' range of sight/hearing might have been reduced, but it does seem a bit cheesy when PCs can walk up close enough to a critter to be within hearing range and the PC's visual range, but they seem oblivious. And, as pointed out, it devalues an important set of skills and PC types. The vanilla game heavily favors bash em smash em style of play to stealth/finesse/subtle approaches by default as it is; things like this which devalues scouts and such even further should be tweaked, I think. Not necessarily make them act as if they have early warning radar systems necessarily (though some mobs it might be appropriate), but not blind/deaf either.
Perhaps this is more a universal alfa wide suggestion/issue than a TSM monster issue? I've no idea what the exact default range of sight/perception for monsters are for ALFA and/or TSM and I've not played on other ALFA2 servers yet.
Re: Suggestions, Mk II
Posted: Sun May 10, 2009 6:00 pm
by Brother Humphrey
i think the sword rock thread aught to be moved over to the IC forum. at least the current list, with, perhaps, new names being added OOCly in the OOC forum for later addition by a moderator into the IC listing
Re: Suggestions, Mk II
Posted: Sun May 10, 2009 6:20 pm
by hollyfant
Meta-suggestion: feedback on the suggestions, such as "Isn't going to happen", "Already working on it" or "Say what?".
Re: Suggestions, Mk II
Posted: Sun May 10, 2009 8:59 pm
by danielmn
Add Felbarr as a possible starting point from the OOC room. RIght now we have rivermoot and the city, would be nice if Felbarr was added in.
Re: Suggestions, Mk II
Posted: Sun May 17, 2009 2:35 am
by Ithildur
It seems SM has mw versions of every type of armor except the one that Arathil currently favors - breastplate. I'm guessing this is an oversight and would be very happy to see some added to the smithy.
Re: Suggestions, Mk II
Posted: Fri May 22, 2009 6:06 am
by rorax
Probably been offered and discussed before.
How about game fractions / clans?
With PCs / NPCs from the same fractions /clans support each other in cases of battle?
For example - if your PC is argent legion member , and you attack someone who is not argent legion member near legion guards, they would assist you.
(instead of current situation that they always attack the attacker)
May i also offer ranks leader for clans? and maybe somehow give high ranking PC members to the option to control NPCs of that clan?
Re: Suggestions, Mk II
Posted: Sun May 24, 2009 6:36 pm
by Ithildur
There's a lot of great dwarven content on TSM both within Silverymoon and elsewhere, which is terrific, but it'd be nice to see a bit more of elven flavor/presence as well especially in Silverymoon which is after all the sister city to Myth Drannor. Quite a few generic elven NPC's walking around for whom I'd be glad to write up bits of conversation or dialog.
The Golden Oak is a fairly popular place for the fair folk of Silverymoon iirc, but what about Heartsong Harps? It'd be nice to see a few NPC's there besides the shopkeep (who appears to be an avariel?), including a performer perhaps, as it seems like the place is set up for small performances, a more intimate 'club like' setting for elves to gather at, as opposed to the more concert hall like Fochlucan.