Suggestions, Mk II

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Lucifer
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Re: Suggestions, Mk II

Post by Lucifer »

Let me say before I suggest anything new that what has been done here, in a fairly short amount of time, is nothing short of spectacular. NWN2 was released with so many bugs, and had so many features that still haven't been implemented or realized, the Devs here are just awesome. I really believe that in the long run it can and will be a better product than NWN was, this is hard to say being that you get used to the first and naturally hate change, but I think the Crews of people both at Obsidian and those developing private servers will make it better. LOL sorry but the Devs deserve all that and more. I'm trying to get to know the servers and their players well enough to make suggestions..,.anything to me that lowers limitations and makes it easier for the imagination to rule will work:)
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zicada
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Re: Suggestions, Mk II

Post by zicada »

Lucifer wrote:Let me say before I suggest anything new that what has been done here, in a fairly short amount of time, is nothing short of spectacular. NWN2 was released with so many bugs, and had so many features that still haven't been implemented or realized, the Devs here are just awesome. I really believe that in the long run it can and will be a better product than NWN was, this is hard to say being that you get used to the first and naturally hate change, but I think the Crews of people both at Obsidian and those developing private servers will make it better. LOL sorry but the Devs deserve all that and more. I'm trying to get to know the servers and their players well enough to make suggestions..,.anything to me that lowers limitations and makes it easier for the imagination to rule will work:)
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Senor T
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Re: Suggestions, Mk II

Post by Senor T »

I would suggest removing the wolf outside the AT along the road from the Silverymoon exterior to Rauvinwatch Keep, in the Rauvinwatch Keep area. I thought I was in a civilized area still, aside from being right by an AT. Not real sure what a broader solution would be, but if my beloved toon's death does any good, I hope it's deleting this spawn.

Also, I would like to see caravans or ship passage between the various places where PCs gather. My enthusiasm (and therefore impatience) to RP is what got me killed.

At least I killed that wolf, even if it killed me.
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Riotnrrd
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Re: Suggestions, Mk II

Post by Riotnrrd »

Second on the wolf(s) outside RWK. Close to AT and civilization... maybe... too close.
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Brother Humphrey
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Re: Suggestions, Mk II

Post by Brother Humphrey »

First off, though wolves are a minor inconvenience to my toon, the Troll I encountered heading BACK to the SM Pass from Sundabar after delivering my caravan parcel (it appeared between the AT into the area and the turnoff to Felbarr) was an annoyance I could've done without, and I'm sure it would've been a significantly larger inconvenience to anyone under 4th or 5th level, even if they have fire to finish the sumbitch off with.

But that brings me to my second point, an actual suggestion: Since I don't know if this has already been taken into account, I'm asking. Is there a scripted chance for a party traveling the overland map to spot toons that have been killed in an encounter area and be ported in to recover them for burial (ok, let's be realistic: purely for ninja looting)?
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Re: Suggestions, Mk II

Post by danielmn »

Please for gods sakes, leave the troll.

the path from sundabar to silverymoon shouldn't be a cake walk, nor should getting to Felbarr be easy either.
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oldgrayrogue
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Re: Suggestions, Mk II

Post by oldgrayrogue »

Heh -- I'm with Dan, just make sure he isn't invisible like he was when Dawn and Corio ran into him. Invisible as in unable to be seen or targeted -- not the spell. Thank god for Rotku on that one.

Oh .. but I do think it should not spawn so close to an area transition, and that should be the rule in general.
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Re: Suggestions, Mk II

Post by psycho_leo »

I second Senor's request for a caravan system alog the main trade routes. A way to connect the main player hubs and allows for even the wimpy low lvl PCs to meet with others without having to wait on the chance of someone heading their way would be great.
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Bomanm66
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Re: Suggestions, Mk II

Post by Bomanm66 »

Regarding the request for a caravan system, I would think we'd opt for a river passage option there. All the areas that I believe are considered to be (relatively) safely traveled to by road already have ports (RM, HH, SM) and ships in place. There should of course be a fair charge for the voyage, but it would give the less experienced (and/or lazy) a safe option to get to the more common areas on the server. Hopefully there is a script that makes sure the traveler is charged a hefty amount for any cargo (weapon shipment statics) they might be transporting. We can't have anyone making a profit from their trip. :twisted:
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oldgrayrogue
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Re: Suggestions, Mk II

Post by oldgrayrogue »

I like the idea of a riverboat too. If it could be incorporated into the random encounter system with a chance of the boat being attacked that would be really cool. Traveling the roads is hardly safe any longer, and I would suspect a slow moving riverboat to be safer but also to have a large target on it. =)
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Vintenar
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Re: Suggestions, Mk II

Post by Vintenar »

Great ideas about the boat.

Also, what if encounters on the road also had a chance to spawn several legionary patrol men would would help fight the monsters you face? It might give the road an even more alive feeling.
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Brother Humphrey
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Re: Suggestions, Mk II

Post by Brother Humphrey »

A) The troll was standing right on the edge of the AT circle last night.
B) During early BETA there was a riverboat transport system in operation, if memory serves. it could probably be dusted off and reinstated with some changes in short order.
C) Ditto on the chances of riverboat monster encounters. I love the idea. Had similar back on Haze V1
D) There are already random chances of legion or K.i.S. patrols mixed in with the spawn scripts on encounters.
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much

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Vintenar
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Re: Suggestions, Mk II

Post by Vintenar »

Brother Humphrey wrote:D) There are already random chances of legion or K.i.S. patrols mixed in with the spawn scripts on encounters.
Great minds think alike and all that I guess.
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Lucifer
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Re: Suggestions, Mk II

Post by Lucifer »

I like the Riverboat Idea..between the Three starting towns/cities. Any monsters actuall on or within attack range of an AT are Bad. I agree That the trip to Sundbar needs to be more dangerous...soloed it twice as a lvl 1 now, for the caravan Gold. having said that...the Trip should be hazardous..and the reward should be worthy opf a Group of adventurers undertaking it, maybe they escort an actual caravan....yes I know more static work there *sigh*, but get an ample reward..there by justifying a formal party get together with out needing a DM....the proportionate chance of wandering encounters with a Caraven would invite more Wandering attention, and better organized attackers:) Now see that sounds intelligent and simple...glad I know nothing of scripting or codeing :eek:
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Re: Suggestions, Mk II

Post by hollyfant »

Can the monster spawn of 6d Rauvenwatch Keep be switched off, or at least toned down to the level of rats or badgers? People are getting attacked by bears, boars and multiple wolves on a stretch of road that logicly should be the most heavily patrolled in the whole region, between the Argent Legion HQ and the big city and right next to a village.
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