Instead of playing a constant balancing game, where the mobs gradually get overpowered over the months to compete with the PCs as they accumulate the items and levels over the months, we should just have a standard. I think the focus needs to be placed on keeping things as close to canon as possible, and the game engine as unmodified as is practical. Less is more.
Stormseeker wrote:Yes pc's in alfa fight more...but they level less than pnp. According to the dmg pc's should lvl up after every 14 encounters.
With a PW setting, I would say that 14 DM'd sessions/encounters could replace that statement. I would say static quests/mobs shouldn't apply to that 14 encounter recommendation. If a PC doesn't level shortly after 14 sessions with a DM something is wrong. I think I've seen 1 level per month thrown around and I don't see how anything is wrong with that. The focus should be on RPing the PC and the steady increase in levels keeps the players hooked and provides for PC advancement. (ie. higher level clerics should be able to raise, etc.). This IS a game for fun, right?
Stormseeker wrote: Leave the AC's alone. Dm's control every piece of magical equipment...so if pc's have to much logicaly we know whom to blame.
It's been mentioned before, if the DMs are the only source of magical gear, we can avoid alot of the problems that have been brought up. The system is not broken, it's the players, builders, and DMs that have established bad behaviors. Spawns are too tough for low levels, and are grindable. Players react to permadeath and difficult encounters, etc. by making their PCs as bulletproof as possible, to the detriment of RP. It's a little late to go back now after the fact with the nerf stick, so we have this huge opportunity with NWN2 to communally decide what we want.
Stormseeker wrote: Players CANT create items.
Players CANT give them selves xp.
Players CANT give them selves gold.
Players CANT set the buyback of merchants.
Players CANT set the a.i.
Players CANT set loot drops.
Players CANT validate themselves on level up.
Very well said, I really don't have anything to add because your points speak for themselves.
Stormseeker wrote: So if the player CANT do any of these things, then someone explain to this hillbilly how in the hell continueing to nerf the players is going to fix the problem?
Your post has really helped my consolidate my opinion of how I think things can be fixed. Here's my ideas, I'm certain they have all been brought up before, but for sake of discussion I'm going to post them all right here in a nice little list:
[OPINION ALERT]
--Magic gear only from DMs via quest reward or possessed NPC merchant.
--Mobs kept with their canon counterparts, no uber rats, etc.
--Token xp/loot from non-DM'd mobs; ie. 1xp per, or none at all
(visit OAS to see this in action, "it's the RP stupid")
--The various tweaks to armor, feats, skills above, if approved.
--DMs, builders, & PCs will need to change their approach to implement this stuff!
[/OPINION ALERT]
From where I stand the persistant world for ALFA should be built with a focus on providing a playground to RP in. With the upcoming interest in NWN2 and increased player density, there is no reason why there shouldn't be plenty of DM coverage. If the builders put in a little goblin village with 20 CR 0-1 gobs, it should be fine for that high-level ranger with racial hatred to mow through them. No xp for it though, unless a DM watches and awards it for RP for staying IC. If we keep it canon and keep magical gear under control of DMs, and HDMs control their DMs, everything really should balance out. I don't even have a problem with a high magic ALFA, that would be great. A level 15 Ftr should be a powerhouse and his challenges in combat should come via DM'd NPCs/quests, not some random static mob IMO. That reminds me, all area spawns should keep in mind lower level PCs. If it is canon for a dragon in that cave, fine. But CRs should increase only as you get far from starting areas. Anything really difficult should be DM run. I think we are heading this way already based on some of the proprosals I've read through, most recently the Cold Lands.
Having said all that, ALFA is great. The servers are beautiful and have lots of potential. I'm usually getting excellent interaction from the DMs and consistent IC RP from my fellow PCs. I've seen little to no PGing or meta gaming. It's there, but very subdued and controlled from my perspective. For every questionable behavior I see though, I've had at least 2-3 discussions via /tells about what is appropriate. Whether it is frequency of cross-server travel or a magic item, the players I have encountered really are concerned about not crossing the line. The main concern I constantly encounter is PC survivability. *looks at length, sighs* Anyways, if none of my ideas get implemented, I will keep playing ALFA, and still love it. If any of them do, I can only see things getting better from an RP standpoint. Thanks for reading, sorry for the length.
EDIT: Wow, 7-8 posts since I started typing this

Only thing to add is why not have a variety of tower shields? +3 AC @ 30lbs. another with +6 AC @ 45lbs and -2 AB, etc. Not unlike the difference in weight from masterwork vs. normal shields.