Player straw poll: What do you want to see?

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Sandermann
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Player straw poll: What do you want to see?

Post by Sandermann »

With a big focus right now on getting the exteriors up to canon, little is being done on pure adventuring areas.

But that will change in the medium term. There are several canon adventure sites in the area, as well as room for pretty much anything we can think up.

What do you want to see? What would get you all excited? In the end its you we build and DM for, so give us your ideas. I wont promise we'll put them in the mod, but they'll at least be considered.
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Re: Player straw poll: What do you want to see?

Post by johnlewismcleod »

I really enjoyed the herb/spell component harvest system we had and would be very pleased if it came back and could be improved and expanded.

It gave PC's a reason to get out and adventure and enabled PC's to earn a bit of coin and XP for the effort.

Three tweaks that could improve it would be:

1) more random locations for the items to spawn (I think this could be accomplished by increasing the number of spawn locations while decreasing the likelihood of spawns).

2) making them more difficult to spot by making the footprint of the item smaller or adding a search check so that PC's would actually have to search for them a bit.

3) more variety of herbs and components would be nice as well
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Lucifer
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Re: Player straw poll: What do you want to see?

Post by Lucifer »

2) making them more difficult to spot by making the footprint of the item smaller or adding a search check so that PC's would actually have to search for them a bit.

Just to add to this..I like making it a bit more difficult..but would think it a shame if casters who are "not" usually able woodsmen found it impossible too locate herbs. I'm thinking maybe an Alchemy skill or others might all tie in together with this to help spot/identify the herbs/plants/minerals looked for. Maybe several different skills could contribute..I dunno it just kind of hit me that yes active searching should be neccessary but that those useing the objects the most should not be the most handi-capped

Then again..hiring your Local Ranger/druid would encourage a group trip too :D
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Re: Player straw poll: What do you want to see?

Post by fluffmonster »

add the dpss population feature to the herbs would be a nice touch too.
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Sandermann
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Re: Player straw poll: What do you want to see?

Post by Sandermann »

hadnt thought about using it on them Fluff, damn good idea though.
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Re: Player straw poll: What do you want to see?

Post by paazin »

There were a few caverns present in the older version of the mod both in the Cloakwood and on the Trade Way. Having them accessible again would be cool, off the beaten path (especially the rather large ones).

Other stuff:

Firewine Bridge could make for a nice low to mid level adventuring area, with some interesting stuff going on (wild/dead magic areas may complicate things though).

Same with Ulcaster's Academy, though I suspect that would be a little more dangerous than the former.

A patrol or two, down to Beregost or Ulgoth's Beard might also be handy, something to do other than herb-gathering.
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Re: Player straw poll: What do you want to see?

Post by oldgrayrogue »

Rogueish content: pickable locks, disarmable traps, trapped and locked chests, hidden areas that require skill checks to access, etc.
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Re: Player straw poll: What do you want to see?

Post by Swift »

paazin wrote:
A patrol or two, down to Beregost or Ulgoth's Beard might also be handy, something to do other than herb-gathering.
This. As it stands, if you don't catch a DM it's virtually impossible to make any gold atm. Something like patrols would be great and gives people a reason to leave town when a DM isn't around.
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Re: Player straw poll: What do you want to see?

Post by Sandermann »

I'm going to tie patrol type statics into the DPSS system, that way PCs wont be hired to patrol areas that are already safe, and won't be sent constantly to the same area.

Patrols along the main road as far as Beregost are handled by the flaming fist. PC will never be hired for this route as the flaming fist are already mercenaries with a monopoly they dont want to break ;).

Patrols between Beregost and Nashkel will likely go in, when the areas do, and likewise patrols along the uldoon trail from Nashkel, when the areas are in.
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Re: Player straw poll: What do you want to see?

Post by ayergo »

Lucifer wrote:
Just to add to this..I like making it a bit more difficult..but would think it a shame if casters who are "not" usually able woodsmen found it impossible too locate herbs. I'm thinking maybe an Alchemy skill or others might all tie in together with this to help spot/identify the herbs/plants/minerals looked for. Maybe several different skills could contribute..I dunno it just kind of hit me that yes active searching should be neccessary but that those useing the objects the most should not be the most handi-capped

Then again..hiring your Local Ranger/druid would encourage a group trip too :D
The original design worked in this way in fact. There were two categories, herbs and spell components. The clickable objects would show up for anyone, but you had to have the necessary spellcraft or heal skill points for that particular spellcomponent/herb in order for it to give you one in your inventory. I like to think it encouraged grouping up at least.

It is pretty easy to re-write if the scripts were lost.
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Re: Player straw poll: What do you want to see?

Post by Sandermann »

the scripts are still in the mod, just not back in yet until the areas are re-instated.

Good to see you around ayergo
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Re: Player straw poll: What do you want to see?

Post by johnlewismcleod »

Hey!...Ayergo!...get your befeathered arse back IG! :twisted:
I seek plunder....and succulent greens


[Wynna] Chula Lysander: [Talk] *Shakes head* I've been in worse situations. He was just....unjoyful! *stomps foot*


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Re: Player straw poll: What do you want to see?

Post by CloudDancing »

1. Herb/Gathering: Wynna made a random area container spawn script based on the PC spot that works fine on TSM. It gets a bit overused even, but it could be easily translated to Herbs. It spawns on a time schedule in random places (much like a WoW node), much like her "leet' armor scripts that spawn extra nice items in the TSM merchants on a time/random basis.

2. I firmly believe BG needs a starting area and in starting areas in general, like the multicultural Rivermoot. Now RM never has been a STRICTLY low level area and high levels still love it for it's boredom reducing qualities and entertaining Inn antics.

Factionwise, Gullykin would be interesting to have a Hin starting area. Felbar has been dicusssed as needing statics for a Dwarf starting area. Maybe even an Elf starting area will manifest in the future. And that might bring aboout some fun RP for DMs to spend a little time playing with new PCs and even working living origin stories for them (as well as making sure they are soild with the rules and their stats arent all funny).

3. I would like to see ALL the currently available armor parts and clothing models on the NWN2 database implemented (shirtless saga, the jester packs). That includes the fancy/racy ones, but not the "adult server" ones. I see them as base parts to make more elborate armor, not as whole items. For example there is a fine variety of chain bodysuits that can be decked out to be a full set of armor.
Sandermann
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Re: Player straw poll: What do you want to see?

Post by Sandermann »

Herbs will be re-implemented, but rather than as a separate system they are going to be just one part of the wider resource gathering / trading static system im working on. This is a socuple weeks away from implentation yet but it would be over complicated to have two different systemd in place I think. It will be one set of scripts doing the work no matter if its bales of wool at a tradepost in Beregost or herbs growing in the cloakwoods.

I'd also like to open up more of the server as starting/PC meeting points. Currently I think some of the problem with this is the strength and numbers of the swords edge, but mainly its a lack of content out side of the city. We're discussing ideas to move the focus from BG city to the three towns of Beregost, Nashkel and Gullykin as these are all close to adventure oriented locations and are most definately wilderness areas with much more potential for fly by adventures and flavour DMing. Id like to have something similar to ALFA1's BG where the focus of the server was on Beregost and the surrounding area rather than the city itself.

I second the 2da model content, but unfortatley theres nothing I can do about that from this end :P I cant make hak additions specific to the BG server. I am re-doing the whole palette though so when that is done you should see a much wider variety of items and equipment available on server.
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Re: Player straw poll: What do you want to see?

Post by paazin »

Absolutely, Sand. Beregost was an effective hub of the BG1, pretty much central to the server and it worked beautifully. Only problem with the current setup is that all the shops, pchests and such are in the city with very little in the towns of Beregost Nashkel and Gullykin. Kinda suck.

Assuming they could be expanded somewhat they'd make for a much much better replacement.
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