Suggestions Thread

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HATEFACE
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Re: Suggestions Thread

Post by HATEFACE »

Could I help design and build areas like Ulgoth's Beard and areas out yon thatta wur?
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NickD
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Re: Suggestions Thread

Post by NickD »

Sorry to bring the merchant thing again... I'm going to bring up something I mentioned during beta testing again. Thunderhammer's Smithy. I mentioned prices there are twice as much as they should be. I was countered with the assertion that all his equipment is of the highest quality, so he can command higher prices...

My suggestion then is: Instead of hiking up the prices 100%, make it so he only sells masterwork, enchanted and special material items and does not buy back. Then hike it up by maybe 10%. Then all his prices are high for a good reason.
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Ithildur
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Re: Suggestions Thread

Post by Ithildur »

Agreed; regardless of economy it seems odd that potions sell in Beregost for TRIPLE the standard cost along with the near double cost of the smithy for mundane stuff.
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Re: Suggestions Thread

Post by AcadiusLost »

Ithildur wrote:seems odd that potions sell in Beregost for TRIPLE the standard cost
This one is a bug due to the new pricing 2das, I believe. I'd assumed the ABR potions (which were updated to canon pricing) were being sold rather than a BG-specific blueprint, so I didn't go hunting for other potion blueprints to fix.
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Re: Suggestions Thread

Post by HEEGZ »

HATEFACE wrote:Could I help design and build areas like Ulgoth's Beard and areas out yon thatta wur?
It's already in game. Also, I am already working on areas to the north, such as the Citadel of Strategic Militancy, Trollclaws, and Fields of the Dead. Are you interested in the pirate town to the NW along the coast? Can't think of the name off hand.
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Ithildur
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Re: Suggestions Thread

Post by Ithildur »

Teric neDhalir wrote: The question is at what distance can mobs "see" players. I've just made a little test mod with markers every 10m and a wee goblin standing about. As I posted above when you get 50m away he becomes visible (= within Perception Range Player). He doesn't actually "see" you and attack until you're 20m away (= within Peception Range Medium).

So the question for the tech and gameplay boffins is:
Can the perception range of creatures be set to the same as players and if so is that considered "fair".
Again, this is not a BG issue apparently but an alfa wide situation currently. However after dealing with a specific situation with gnolls near the Tradeway today I'm utterly convinced now this does nothing but dumb down the gameplay experience to ludicrous levels and encourage soloing and farming using tactics that make no sense RP wise, not to mention severely devalue the critical role of scouts. Even adjusting monsters perception range to 40m rather than the full 50 would be an improvement; anything, anything to make ALFA's monsters less blind and stupid. I'm rather astounded how much dumbed down things like this are in alfa2 compared with alfa1.

I suppose the proper recourse currently is to submit a formal request to Rotku after gathering five supportive members?
Last edited by Ithildur on Wed Jun 03, 2009 3:24 pm, edited 1 time in total.
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
Current main: Ky - something

It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
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Re: Suggestions Thread

Post by Riotnrrd »

Switching mob perception to LONG is possible. Switching mob perception to PLAYER appears to hose the spawning system (dont know why, mentioned this as a bug some months ago).

Its relatively trivial to switch the perception range for a single creature. Its much less trivial to switch it for all ALFA mobs. In addition I suspect modules use custom creatures in addition to ALFA mobs, so local DMs / HDMs would need to change their custom creatures.

I fully support the change to long perception range, and am willing to perform SOME of the work to convert ALFA ABR mobs.
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Ithildur
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Re: Suggestions Thread

Post by Ithildur »

How long is ... ((sounds like an old joke)) exactly how long is long perception range, Riotrrd?

As soon as I can get my tooset working I'd be glad to help with fixing the mobs, and I also know of at least one other player/builder who would gladly help.
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
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Re: Suggestions Thread

Post by HEEGZ »

I would be happy to change the perception distance if anyone knows how to do it? Please post or PM me with directions as I do not recall seeing an option for this anywhere. If it is an ACR change then I will need to speak with AL about it.
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Re: Suggestions Thread

Post by Curmudgeon »

HEEGZ wrote:I would be happy to change the perception distance if anyone knows how to do it? Please post or PM me with directions as I do not recall seeing an option for this anywhere. If it is an ACR change then I will need to speak with AL about it.
It might be best to hold off on this until we can see how changing Perception ranges will affect the morale and creature AI scripts.
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Riotnrrd
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Re: Suggestions Thread

Post by Riotnrrd »

HEEGZ wrote:I would be happy to change the perception distance if anyone knows how to do it? Please post or PM me with directions as I do not recall seeing an option for this anywhere. If it is an ACR change then I will need to speak with AL about it.
Open creature->Properties tab->Behavior->Perception Range-> set to Long

Can probably edit some 2das to change the ranges and correct the PercepRngPlayer field (currently broken, AFAIK).

Long range works fine.
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Re: Suggestions Thread

Post by Vendrin »

HEEGZ wrote:
HATEFACE wrote:Could I help design and build areas like Ulgoth's Beard and areas out yon thatta wur?
It's already in game.
True, but it could perhaps use some fleshing out, which is what I believe PD was offering.
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HATEFACE
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Re: Suggestions Thread

Post by HATEFACE »

Vendrin wrote:
HEEGZ wrote:
HATEFACE wrote:Could I help design and build areas like Ulgoth's Beard and areas out yon thatta wur?
It's already in game.
True, but it could perhaps use some fleshing out, which is what I believe PD was offering.

Perhaps, just like the merchant pricing, Ulgoth's beard is exactly as it should be.
“In every stage of these Oppressions We have Petitioned for Redress in the most humble terms: Our repeated Petitions have been answered only by repeated injury. A Prince, whose character is thus marked by every act which may define a Tyrant, is unfit to be the ruler of a free people.” - Open Message to the Executive Branch.
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Re: Suggestions Thread

Post by HEEGZ »

Hey now, the merchant pricing has been worked on... Also, if you are interested in Ulgoth's Beard areas, they could some adjusting. My advice is to contact BRM about being added to the BG Build team. My apologies for the overly formal replies earlier as well.
;)
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HATEFACE
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Re: Suggestions Thread

Post by HATEFACE »

APOLOGY ACCEPTED!!
“In every stage of these Oppressions We have Petitioned for Redress in the most humble terms: Our repeated Petitions have been answered only by repeated injury. A Prince, whose character is thus marked by every act which may define a Tyrant, is unfit to be the ruler of a free people.” - Open Message to the Executive Branch.
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