Danger, Will Robinson, Danger

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Dragoness
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Re: Danger, Will Robinson, Danger

Post by Dragoness »

I honestly think the mod is fine the way it is.. hell the permadeath thing is fear enough for me since I tend to get very attached to my PCs. I think upping the challenge even more than it already is is only going to do more harm than good. People will either farm the hell out of the area(s), or just not go there at all because it's so hard, so therefore it will be another wasted/unused area. And if people do go to these challenging places, then they will expect to get some good XP for killing such a hard monster -- hence the farming issue.

I think rather than focus on increasing the difficulty in the mod, more attention should be on sprucing up/improving the current maps and fixing bugs. These are just my views on the matter...
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xantidote
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Re: Danger, Will Robinson, Danger

Post by xantidote »

It would be interesting if there were random humanoid mobs that used subdual and required that PC to be rescued. That would certainly rally the troops yet not be so deadly for low-level players. Perhaps you could reduce the power-leveling aspect to by not having the random spawns attack PCs who would obviously defeat them.
johnlewismcleod
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Re: Danger, Will Robinson, Danger

Post by johnlewismcleod »

xantidote wrote:It would be interesting if there were random humanoid mobs that used subdual and required that PC to be rescued.That would certainly rally the troops yet not be so deadly for low-level players.
Brilliant....but it does beg the question....why doesn't this happen amongst PC's? :chin:
xantidote wrote: Perhaps you could reduce the power-leveling aspect to by not having the random spawns attack PCs who would obviously defeat them.
Nothing is all that obvious when critical hits are involved, I think....*cough* X's vault *cough* :twisted:
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AsteroidX
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Re: Danger, Will Robinson, Danger

Post by AsteroidX »

My vaults full so I cant play.
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Re: Danger, Will Robinson, Danger

Post by Magile »

AsteroidX wrote:My vaults full so I cant play.
ROFL!
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oldgrayrogue
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Re: Danger, Will Robinson, Danger

Post by oldgrayrogue »

All for randomness and more danger, but AL raises some very valid points. A noob meatgrinder doesn't exactly encourage new players to come on over, and plots derailed by random spawn kill with little to no RP value sucks. Ayergo's solution, and Curm's comment suggest an easy answer IMO. The farther you roam from civilization the more dangerous and random the spawns should become. Goes double for dungeons and caves IMO. Needing some type of skill key -- or better keys -- balanced for party play is brilliant. Warning and danger signs near AT's should prevent all but the most daring or stupid from meeting an untimely end. What needs improvement IMO on TSM is the vast areas of wilderness that are sort of empty and not very dangerous.
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Re: Danger, Will Robinson, Danger

Post by danielmn »

There is a dm wand on the oas2 which allows the dm to effectively remove all the random spawns in an area. Simply using the wand in an area will shut off/remove spawns during a dm event, then go back and turn on after.
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Re: Danger, Will Robinson, Danger

Post by Veilan »

Designing challenges targetting your highest level / equipment characters and best tactical playing groups is never a good idea. It simply serves to perpetuate or even widen existing gaps - your toughest guy will beat the challenge and claim the reward, and the rest will get wiped out.

Putting an artifical brake on high-octane advancement due to lack of rewarding static higher level content may not be elegant, but is certainly a better approach than the NC of old had.
It's certainly more in line with our philosophy of a "soft cap" on xp gains, which everybody welcomed, but never was implemented due to our rushed launch.
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Brother Humphrey
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Re: Danger, Will Robinson, Danger

Post by Brother Humphrey »

Can I request just one script being implemented on TSM that I've seen on BG? - Wandering scripts, allowing critters to wander freely in a given area, rather than standing like pinheads waiting to die? This gives them more ability to cause havoc among folks who habitually go AFK in the field *snickers ebilly* and add a whole new level of realism and difficulty to outtings, without actually beefing up the spawn's power.
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johnlewismcleod
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Re: Danger, Will Robinson, Danger

Post by johnlewismcleod »

Brother Humphrey wrote:Can I request just one script being implemented on TSM that I've seen on BG? - Wandering scripts, allowing critters to wander freely in a given area, rather than standing like pinheads waiting to die? This gives them more ability to cause havoc among folks who habitually go AFK in the field *snickers ebilly* and add a whole new level of realism and difficulty to outtings, without actually beefing up the spawn's power.
+1
I seek plunder....and succulent greens


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


Retired PC's: Torquil, Gwenevere
Former PC's: Rugo, Flora, Rory Mor
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