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Yossarin
 
PostPosted: Sat, Oct 06 2012, 17:28 PM 



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I agree with both of the above posts. But if anyone has a better idea than press the reset button on Amia or go back in time and do your job, well, that's what I am looking for.


 
      
Kraniumbrud
 
PostPosted: Sat, Oct 06 2012, 17:29 PM 

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IronAngel wrote:
A 10 or 15-level cap would have been great. The game is more balanced and fun at lower levels. But it's a bit too late to go back now.

It's ultimately about the style and feel of the server. Fortunately, you can do much about that simply by revamping monsters and areas. Making certain spawns stronger and fewer would go a long way: instead of butchering two tribes worth of giants to get to a monarch, why aren't there just a few boss level giant plebs with a bunch of lowly servants? Most bosses are the ultimate high lords of their peoples on steroids. Why couldn't Dominagus or whatever just be the only Illithid around with a den of thralls? Killing a beholder is epic enough, no need to kill a few dozen. There are plenty of improvements you could make to the overall power level and feel of the server without touching the level range.

The Abyss is the biggest offender, but it's probably here to stay. No matter what you do about the spawns, the lore of travelling to an abyssal layer and not getting instagibbed by a wandering demon is pretty lame.



make the close quarter fighters as hard as the pirate, the mages as hard as darkness, which isnt totally uncalled for seeing as how we must really piss off the demon lord of that plane, and we would get the right feel i think.

Im not saying allt he mobs should be that hard, just that the spawns should include powerfull demons, that generally takes offence to paladins smacking them around..

loot would ofcause be appropiate, it would also encurage group hunting to get the loot, since you would need a real group to beat down say 3 pirates and 2 darkness along with the deadeye crossbowmen (which btw are the only ones i think are on scale)

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Kraniumbrud
 
PostPosted: Sat, Oct 06 2012, 17:33 PM 

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and seeing as actand is a direct assult on the celestials, we would need the crack troops..and nothing else

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Glim
 
PostPosted: Sat, Oct 06 2012, 17:34 PM 

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Making changes to the level range simply isn't on the table. We'd quite literally have to redesign Amia in its entirety.

Making changes to spawns is a possibility.

The Phane was actually a bit of an experiment in what could be done in the realm of a scripted boss fight that would provide a challenge not because of "uber stats" but because of the mechanics of the battle.

One of the bosses in the Gibbering Maw dungeon I'm working on is similarly custom scripted, but at a power level designed for a standard party instead of a party of ten like the Phane was. It's still a bit of an experiment, but I'm a firm believer that a fight can be difficult for everyone (no matter the build) without relying on jacking up the stats or making it hit harder, etc.


 
      
Kraniumbrud
 
PostPosted: Sat, Oct 06 2012, 17:37 PM 

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Glim wrote:
Making changes to the level range simply isn't on the table. We'd quite literally have to redesign Amia in its entirety.

Making changes to spawns is a possibility.

The Phane was actually a bit of an experiment in what could be done in the realm of a scripted boss fight that would provide a challenge not because of "uber stats" but because of the mechanics of the battle.

One of the bosses in the Gibbering Maw dungeon I'm working on is similarly custom scripted, but at a power level designed for a standard party instead of a party of ten like the Phane was. It's still a bit of an experiment, but I'm a firm believer that a fight can be difficult for everyone (no matter the build) without relying on jacking up the stats or making it hit harder, etc.


the problem isnt really the difficulty, but the setting, Personally I think the biggest problem is that we throw around demons like it was goblins.
Changing the devils and demons would go a long way to set the sitting right...either that or..well some dungeons could be perma death dungeons

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Selmak
 
PostPosted: Sat, Oct 06 2012, 18:29 PM 

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Blah, permadeath is so passé.

Implementing such a thing would be notoriously difficult, since all your characters are routinely backed up and there's a policy of non-deletion.

I think that it would also have the opposite effect to what you're intending. People would know that if they venture into dungeon X of Extreme Barbecue Doom, so they wouldn't bother to develop that character very much or get attached to them. They would be willing to throw away their life a little too recklessly.


 
      
Pony
 
PostPosted: Sat, Oct 06 2012, 18:46 PM 



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IronAngel wrote:
A 10 or 15-level cap would have been great. The game is more balanced and fun at lower levels. But it's a bit too late to go back now.

It's ultimately about the style and feel of the server. Fortunately, you can do much about that simply by revamping monsters and areas. Making certain spawns stronger and fewer would go a long way: instead of butchering two tribes worth of giants to get to a monarch, why aren't there just a few boss level giant plebs with a bunch of lowly servants? Most bosses are the ultimate high lords of their peoples on steroids. Why couldn't Dominagus or whatever just be the only Illithid around with a den of thralls? Killing a beholder is epic enough, no need to kill a few dozen. There are plenty of improvements you could make to the overall power level and feel of the server without touching the level range.

The Abyss is the biggest offender, but it's probably here to stay. No matter what you do about the spawns, the lore of travelling to an abyssal layer and not getting instagibbed by a wandering demon is pretty lame.


This.


 
      
jimbono1
 
PostPosted: Sat, Oct 06 2012, 20:27 PM 

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Would it be viable to recreate a clone of the Amia server, still ran by the same people, where the level cap is lower? Amia Hardcore mode or something? Of course then you are pretty much splitting your population, however you run the chance of also bringing in more hardcore gamers, whilst the social gamers can tally off over to the normal server, which may bring in more total players. Of course this also means more servers, more cost, and other annoying factors too.

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Naivatkal
 
PostPosted: Sat, Oct 06 2012, 20:45 PM 

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I think that might be counter-productive and not worth it based upon the added cost and time.

jimbono1 wrote:
however you run the chance of also bringing in more hardcore gamers, whilst the social gamers can tally off over to the normal server, which may bring in more total players. Of course this also means more servers, more cost, and other annoying factors too.

What is a social vs hardcore gamer? I'm assuming you mean hardcore rules vs non-hardcore rules gamers, though. It just makes it sound like you mean making a Social server and Hardcore server, which would essentially break the community.

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RaveN
 
PostPosted: Sat, Oct 06 2012, 20:49 PM 

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With the new HAK content being framed/evaluated I'd like to offer that we add new head models into it, with the possibility of removing the need for the Headpack as well. There's alot of heads out there that would be a good addition.

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Naivatkal
 
PostPosted: Sat, Oct 06 2012, 20:58 PM 

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I think this would be a good idea (at least incorporating the current headpack) if it's possible (I assume so, but you never know with NWN!). It would simply matters of having to cram in overrides and worrying about issues of bad downloads or lack of heads. That's irritating itself haha.

I think new heads are hard to make and such, but other people with more knowledge would post I bet. I also know I have heard/read that NWN character generation is finicky with how heads are numbered, that's the only catch I know of.

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RaveN
 
PostPosted: Sat, Oct 06 2012, 22:06 PM 

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Naivatkal wrote:
I think this would be a good idea (at least incorporating the current headpack) if it's possible (I assume so, but you never know with NWN!). It would simply matters of having to cram in overrides and worrying about issues of bad downloads or lack of heads. That's irritating itself haha.

I think new heads are hard to make and such, but other people with more knowledge would post I bet. I also know I have heard/read that NWN character generation is finicky with how heads are numbered, that's the only catch I know of.


AFAIK (Sune said this IIRC) that there is a limit to how many overrided numbered head models you can have, and with the hak at the very least, it's increased. There are alot of heads that are available and not available. Noone needs to "make" any, they just need to be organized and added to the compilation.

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Naivatkal
 
PostPosted: Sat, Oct 06 2012, 23:19 PM 

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Gotcha, I agree it would be fantastic. No more having to worry about downloading a headpack!

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Dev Disco
 
PostPosted: Sun, Oct 07 2012, 15:15 PM 

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Needled247 wrote:
With the new HAK content being framed/evaluated I'd like to offer that we add new head models into it, with the possibility of removing the need for the Headpack as well. There's alot of heads out there that would be a good addition.


Can't be done in a neat way. The heads need to be in override to be available in character creation. Why? Beats me...

About the good heads: we've been through about every single one of them two years ago, and teh result was a few extra heads for the non-humans, and humans and female elves (if memory serves me) being 100% full. We simply can't add any of those.

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Selmak
 
PostPosted: Sun, Oct 07 2012, 15:17 PM 

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It would still be useful to have one so you can pick from some of the common heads at character creation.


 
      
Dev Disco
 
PostPosted: Sun, Oct 07 2012, 15:46 PM 

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Well, I just remember that we had this brilliant idea of putting all the heads in the hak before, and then we had to roll it back because it simply didn't work properly. I think I have given a longer explanation in General before, should be searchable.

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Glim
 
PostPosted: Mon, Oct 08 2012, 9:19 AM 

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Just throwing out some more eye candy...

http://imageshack.us/a/img31/9188/gibber11.jpg
http://imageshack.us/a/img33/9150/gibber10.jpg


 
      
Dev Disco
 
PostPosted: Mon, Oct 08 2012, 11:57 AM 

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Whoo... pink!

Some updates on the war system (I'll call it "Battle Scenarios") which was mentioned a few pages ago. It's taking me a bit of time because I am really stretching the limits of NWN, and have to invent the wheel now and then. I am getting there, just wrote the code that allows a kind of 'save game' to be made so an event can be continued after a reset.

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Thryliss
 
PostPosted: Mon, Oct 08 2012, 15:55 PM 

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Im game for making more mobs to fight. The example stated about the fire giants and increasing the number of enemies. People will like this as long as the mobs are not uber hard, otherwise most will not even bother. We have already heard people complaining about the fire giants right now. Your boss hunters seem to push through it though. Perhaps make the dungeons longer.. more layers and transitions along with more mobs. Mobs that dont have uber abilities. It could give time to RP more while there and not ignore RP just to click.click..click and stay alive :P.

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IronAngel
 
PostPosted: Mon, Oct 08 2012, 16:16 PM 

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Thryliss wrote:
Im game for making more mobs to fight. The example stated about the fire giants and increasing the number of enemies. People will like this as long as the mobs are not uber hard, otherwise most will not even bother. We have already heard people complaining about the fire giants right now. Your boss hunters seem to push through it though. Perhaps make the dungeons longer.. more layers and transitions along with more mobs. Mobs that dont have uber abilities. It could give time to RP more while there and not ignore RP just to click.click..click and stay alive :P.


I don't know who you're referring to, but I stated the opposite: we shouldn't cut through hordes of enemies like butter. There should be fewer spawns and possibly fewer monsters per spawn, but they should be stronger. It's not so much about difficulty as it is rebalancing the spread of XP and challenge, and allowing for tactics to mean something. That is, in addition to improving the feel and sensibility of the setting.

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Naivatkal
 
PostPosted: Mon, Oct 08 2012, 16:24 PM 

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IronAngel wrote:
Thryliss wrote:
Im game for making more mobs to fight. The example stated about the fire giants and increasing the number of enemies. People will like this as long as the mobs are not uber hard, otherwise most will not even bother. We have already heard people complaining about the fire giants right now. Your boss hunters seem to push through it though. Perhaps make the dungeons longer.. more layers and transitions along with more mobs. Mobs that dont have uber abilities. It could give time to RP more while there and not ignore RP just to click.click..click and stay alive :P.


I don't know who you're referring to, but I stated the opposite: we shouldn't cut through hordes of enemies like butter. There should be fewer spawns and possibly fewer monsters per spawn, but they should be stronger. It's not so much about difficulty as it is rebalancing the spread of XP and challenge, and allowing for tactics to mean something. That is, in addition to improving the feel and sensibility of the setting.

I am inclined to agree with IA. It's something I have experienced with Dragon Age: Origins recently, where I seem to face just a few enemies who are certainly not pushovers. It makes things more dicey.

But beyond comparing it to a different (an newer) game, I can liken it to my PnP experiences. Typically you face a few challenging foes, rather than wave after wave of mediocre challenges. The latter is more video game-y, and perhaps if we push for the former it will make things appears to be more 'real' (or whatever) in that you have to group up against just a few more powerful foes per spawn. So in the end you are getting about the same XP per dungeon, but in different doses. This could even be combined with more mundane quests to visit certain places, thereby giving you bonus XP for finding and completing said dungeon(s).

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serbiris
 
PostPosted: Mon, Oct 08 2012, 17:37 PM 

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I like a bit of both, personally. Cutting through hordes of enemies can be fun on occasion. So can smaller, more strategic fights or set-piece boss battles. We've got enough room for variety, yes? Granted, spawn size has tech limits, which is fair enough...

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corypx
 
PostPosted: Mon, Oct 08 2012, 19:04 PM 

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yeah its all on the type of fight/area we are talking about some would be more geared to less but more powerful monsters, others are weaker but a ton of them spawning everytime you blink.

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Naivatkal
 
PostPosted: Mon, Oct 08 2012, 19:33 PM 

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Yeah I meant to mention I am suggesting a balance of both. LIke maybe lower levels especially should be easier enemies in current spawn sizes, but places like the Abyss should have several tough baddies (or maybe a group of them in the Abyss is more appropriate). Or just be mean and make the flayers be one mind flayer with nine drow thralls :twisted:

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Dev Disco
 
PostPosted: Mon, Oct 08 2012, 19:33 PM 

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It shouldn't be too hard to have two (or three) spawngroups per area. If you make one as Iron describes, and one as we have now, you get a random mix of small elite squads and sprawling cannonfodder.

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Naivatkal
 
PostPosted: Mon, Oct 08 2012, 19:59 PM 

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Is it possible to randomize their spawning locations? Suggested to limit the 'okay, here is a spawn of fodder, here is some more fodder, here is the elite, next is more fodder then another elite group, etc'. It would keep parties on their toes haha.

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Glim
 
PostPosted: Mon, Oct 08 2012, 21:25 PM 

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Naivatkal wrote:
Is it possible to randomize their spawning locations? Suggested to limit the 'okay, here is a spawn of fodder, here is some more fodder, here is the elite, next is more fodder then another elite group, etc'. It would keep parties on their toes haha.

Entirely possible.


 
      
Selmak
 
PostPosted: Mon, Oct 08 2012, 21:26 PM 

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If you're dead set on creating encounters that are different than usual (including a unpredictable/random spawn location) you could copy the existing trigger script and modify it so that you can have different rules for what gets spawned or when. For testing, anyway. Ideally (for merging into the Amia module proper) you would just want to fold that different ruleset into the existing script and activate it only when you're in area X, on Tuesday, when it's raining blueberries, for sanity's sake. ;)


 
      
psycho
 
PostPosted: Tue, Oct 09 2012, 3:56 AM 



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In response to something I read earlier....

It's partially Guild Wars 2's fault.

It's -that- good.

Though I do miss you people.

There's just ... I dunno .... how might I put this ... and it has nothing to do with Amia all in itself ... I'm finding it more and more difficult to load a 2002 game with Playstation 1 graphics. I know it's about RP, and most of you will find what I wrote didn't make much sense in the concept of what an RP server stands for...

Would you play Amia with Ascii graphics?

Of course not.

I think it basically needs a new graphics engine, which isn't possible, I know.

Or maybe in clearer terms, Neverwinter Nights is already a -very- old game and ever year that passes by just adds to that.

Bah I dunno, I feel like coming back, who cares about graphics.

If that makes any sense.... :roll:


 
      
Dev Disco
 
PostPosted: Tue, Oct 09 2012, 15:57 PM 

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Glim wrote:
Naivatkal wrote:
Is it possible to randomize their spawning locations? Suggested to limit the 'okay, here is a spawn of fodder, here is some more fodder, here is the elite, next is more fodder then another elite group, etc'. It would keep parties on their toes haha.

Entirely possible.

Actually, the opposite is more or less impossible, haha.

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Mobile_Svensk
 
PostPosted: Tue, Oct 09 2012, 17:55 PM 

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Selmak wrote:
If you're dead set on creating encounters that are different than usual (including a unpredictable/random spawn location) you could copy the existing trigger script and modify it so that you can have different rules for what gets spawned or when. For testing, anyway. Ideally (for merging into the Amia module proper) you would just want to fold that different ruleset into the existing script and activate it only when you're in area X, on Tuesday, when it's raining blueberries, for sanity's sake. ;)


RANDOM ROCKS!

Imagine running into a spawn where you expect 5 giants to pop out - BUT INSTEAD YOU GET FACEBOMBED BY FIFTEEN GIANTS!

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Naivatkal
 
PostPosted: Tue, Oct 09 2012, 17:57 PM 

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Noo, that would be awful and would make people not want to go there lol

Well ... if you took character level into account .... you could rationalize they called in reinforcements because you were decimating their brethren ... Oh God <3

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Mobile_Svensk
 
PostPosted: Tue, Oct 09 2012, 17:59 PM 

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I like Time triggering events.

    You attack X Spawn
    After Y time Z mobs reinforce X spawn
    After Y time more mobs reinforce Z Spawn.

    Looping ? to ? Times

    Because random rocks!

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corypx
 
PostPosted: Tue, Oct 09 2012, 19:35 PM 

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Naivatkal wrote:
Noo, that would be awful and would make people not want to go there lol

Well ... if you took character level into account .... you could rationalize they called in reinforcements because you were decimating their brethren ... Oh God <3


that would be kind of awesome, I know when I patrol Caraigh its kind of dull killing 5 monsters at a time and never did the island justice, given its a island overrun with undead and demons.

but yeah increased number of spawns based off level could be neat, give me more monsters to kill so patroling does not feel so pointless when I do so. *Skeletor zones in, 1000 zombies spawn*

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Naivatkal
 
PostPosted: Tue, Oct 09 2012, 19:54 PM 

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corypx wrote:
*Skeletor zones in, 1000 zombies spawn*

*skeletor puts sunglasses on*
Shit just got real.

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msheeler
 
PostPosted: Wed, Oct 10 2012, 1:41 AM 

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IronAngel wrote:
The Abyss is the biggest offender, but it's probably here to stay. No matter what you do about the spawns, the lore of travelling to an abyssal layer and not getting instagibbed by a wandering demon is pretty lame.


I'll gladdly add another 30 levels to each of them just for you :P

Just kidding. Honestly though, this is along the lines of why I think all epic areas should have resting turned off. Think how much harder it might be to kill the big boss guy if you were all wore out by the time you got there.


 
      
RaveN
 
PostPosted: Wed, Oct 10 2012, 5:21 AM 

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msheeler wrote:
IronAngel wrote:
The Abyss is the biggest offender, but it's probably here to stay. No matter what you do about the spawns, the lore of travelling to an abyssal layer and not getting instagibbed by a wandering demon is pretty lame.


I'll gladdly add another 30 levels to each of them just for you :P

Just kidding. Honestly though, this is along the lines of why I think all epic areas should have resting turned off. Think how much harder it might be to kill the big boss guy if you were all wore out by the time you got there.


Altering the rest timer can be A) maneuvered around and B) it just makes it so the zone favors nonbuff/potion buffed classes, which would be kind of poor choice, imo.

The gauntlet at the end I believe is already like that, so I personally don't think the rest of it needs to be as well. If it needs to be harder, make it harder, but altering the rest timers only fucks over certain people, not everyone equally.

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msheeler
 
PostPosted: Wed, Oct 10 2012, 13:15 PM 

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Needled247 wrote:
but altering the rest timers only fucks over certain people, not everyone equally.


Your language leaves a LOT to be desired, and I would argue that it actually levels the playing ground further. All classes can use potion buffs equally, and if you are playing a spell casting class and can't do it with out resting than, Imo, you either need a party or need to rethi;k your strategy.


 
      
-Cloak-and-Dagger-
 
PostPosted: Wed, Oct 10 2012, 13:35 PM 

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I fear disabling Rest in epic areas will see a (further) rise in Sneak/Sanctuary/Invisbility used as a bypass to get to the boss.


 
      
Neus Scario
 
PostPosted: Wed, Oct 10 2012, 13:38 PM 

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It would only really hurt mage classes, who are already kind of forced to play buff bot to either their summon or their party. Not being able to rest in high/epic level areas would be the final nail in the coffin for 'boom boom' evocation mages. Everyone else has healing kits and more or less infinite uses of their key skills at that point.

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IronAngel
 
PostPosted: Wed, Oct 10 2012, 14:32 PM 

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I don't know about rest timers and difficulty; you would achieve a better feel simply by removing huge super demons and replacing them with maggots and foot soldiers. (I mean I don't mind the suggestions, but they aren't the only, necessary solution.) But yeah, especially if we take Amia more towards rewarding quests then the need for every epic area to be "worth it" isn't there anymore; you'll want to go there to complete the quest and for bragging rights, but not necessarily for persistent grinding. We already have the two epic shops that give a reason to go there even if it's hard.

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DustSpray101
 
PostPosted: Wed, Oct 10 2012, 21:51 PM 

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I can agree with the general 'feel' idea of swapping out the 'standard' guys for more foot soldiers. Increase their numbers and decrease their individual CR rating and it can still be just as tough. Having it build from throngs of small fries to larger bamf monsters can also add a new twist to an old area by creating a need for folks to employ multiple tactics (and possibly even full parties) instead of simply running with the same recurring one for the whole "dungeon."

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Glim
 
PostPosted: Wed, Oct 10 2012, 23:35 PM 

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I'm experimenting with a bit of that in the Gibbering Maw. The "cannon fodder" isn't going to be so bad on its own, especially once you get a level-up from where you started, but there will be "bigger" mobs whos abilities will add a whole new level of difficulty to the previously easy cannon fodder. I actually had to tone it down a bit in my own testing :P


 
      
DustSpray101
 
PostPosted: Thu, Oct 11 2012, 5:30 AM 

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Unleash... the Horde! :)

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IronAngel
 
PostPosted: Thu, Oct 11 2012, 8:10 AM 

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DustSpray101 wrote:
Increase their numbers and decrease their individual CR rating and it can still be just as tough.


But that doesn't address the scaling issue. This all started with the recognition that we're not actually equivalent of level 30s in the canon setting. You don't become epic by levels alone. Things need to be scaled up. A small demon should be a challenge, and a Balor or Beholder should be an absolute terror.

A group of ogres should be about as dangerous to our PCs as a group of demons currently is. The spawns are large enough, and the balance is fine. But it's not representative of the creatures' appropriate power level. A single frost giant spawn would work if they were Hill Giants or Ogres instead. If there were only like three boss-level giants spawned per a run through the area, they'd keep their "uh-oh" factor.

Ideally, four adventurers should have trouble taking down a single giant with a few lesser servants. A giant should be a miniboss, not a normal spawn. We have a limited range of creature models to use, but the upper range should be reserved for minibosses, true bosses and DM quests.

Anyhow, eager to see what Glim has cooked up!

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Pony
 
PostPosted: Thu, Oct 11 2012, 10:02 AM 



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One thing that we see is that most of those spawns are from the olden days of the server. The newer stuff is less epic in style, at least that is my gut feeling. With the haks we got a fair share of new monsters as well that can be swapped for so there is not such a strong limit as before, but I think more time consuming part is the actual balance and design of their abilities.


 
      
Genar_Detkasa
 
PostPosted: Thu, Oct 11 2012, 13:54 PM 

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I'm going to be a dirty necromancer and raise some points from the first few pages again.

Firstly I think it would be great if we could relocate the starting zone in A from Cordor to a more small town setting like Wharftown. Why? Well, heroes usually start off in the small villages like Wharftown! 8) But seriously, not just that. I think the stuff going on in Cordor is fantastic but I feel the area itself lacks the big city feel to it. I mean, West and Central Cordor are usually deserted! Right now it feels more like a glorified starting lowbie zone. Big cities in the Forgotten Realms have their own horrible and nasty dangers and Amia could benefit from placing more emphasis on the dangers of an urban setting, I support giving Cordor a bigger intimidating and foreboding atmosphere to it!

The "Serious Mode" in Cordor is good, but its only really relevant to those who take the initiative in pursuing the plots there. Right now I think Cordor is too much of a 'safe zone', its status as a newbie zone only adds to this. Moving the starting zone from Cordor to Wharftown I think would be a pretty good step towards realising this in giving DMs and devs more freedom to mess around with Cordor in terms of plot (yay portal blocking!) and the existing hunting zones like the Rat Cult (and maybe do something more with Cordor West and Central?).

I like having Wharftown (or a similar small-town locale!) for a starting zone because we'll have adventurers starting small on the frontier, battling against those pesky marauding brigands and orcs! Before making their way to confront the monstrosities that lay within the city of Cordor! I think it'll help, might make a good contrast as Wharftown as a small-town adventurers' hub with loose regulations and all that. And Cordor as the big city with its many laws and dangers.


Secondly, there was the point of there being too many areas in the server. Regrettably I may have to agree, it might be spread out far too much for our own good. But I love seeing new areas and the leyline lore affords us the opportunity to go to so many places! If we're getting rid of some areas, maybe in the future we can cycle through different and new lands by DM plot? Like the Khem war thing with that new area, only on a bigger scale.


Those are my two cents that I think would help, hope it made good reading!

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RaveN
 
PostPosted: Thu, Oct 11 2012, 19:05 PM 

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To respond to your post!--

I think Wharftown wouldn't be suitable unless the monsters around it changed. Cordor has the advantage of the starting quests/areas, and the module is kind of built around that! in Wharftown, you'd be stuck with bandits and pirates and orcs that one shot you at level 2. It would kind of require a steep redesign. Maybe the option to start in Wharftown wouldn't be bad, but defaulting there? eh.

As far as your second point --

I mostly agree that we have too many areas, but it isn't areas in which people get lost and don't find anyone to RP with that's to blame. Most people know where the hubs are. The problem is rental houses, really. It's essentially like jumping on a private server and making it impossible to have unexpected interaction. (For better or for worse.)

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Glim
 
PostPosted: Thu, Oct 11 2012, 19:10 PM 

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Needled247 wrote:
I mostly agree that we have too many areas, but it isn't areas in which people get lost and don't find anyone to RP with that's to blame. Most people know where the hubs are. The problem is rental houses, really. It's essentially like jumping on a private server and making it impossible to have unexpected interaction. (For better or for worse.)

This I have to disagree with. When I was a player, that was definitely my perception and I would have agreed 100%, but as a DM I rarely see more than 2 of the rental houses in use on a given server, maybe 3 at the most. That's not many people considering it's usually 2-4 people per house. Faction areas are a worse culprit than houses imo, but faction areas are a bit of a necessity.


 
      
corypx
 
PostPosted: Thu, Oct 11 2012, 19:26 PM 

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Glim wrote:
Needled247 wrote:
I mostly agree that we have too many areas, but it isn't areas in which people get lost and don't find anyone to RP with that's to blame. Most people know where the hubs are. The problem is rental houses, really. It's essentially like jumping on a private server and making it impossible to have unexpected interaction. (For better or for worse.)

This I have to disagree with. When I was a player, that was definitely my perception and I would have agreed 100%, but as a DM I rarely see more than 2 of the rental houses in use on a given server, maybe 3 at the most. That's not many people considering it's usually 2-4 people per house. Faction areas are a worse culprit than houses imo, but faction areas are a bit of a necessity.


devil's advocate, yes 2-4 per house does not sound like alot for a total of around 4-8, but then factor in Amia in the downslope of players that adds up and as you said, faction areas dont help.

but still 4-8 is offen anywhere from 25-50% of B-mia, mind you I think most are farming epic loot and grinding levels more so the chilling in houses given you offen have towns all to yourself so who needs to hide away from the public.

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