Tell me (Like-to-see 2 Months out)

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Vahene
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Post by Vahene »

hannahcoldkiller wrote:
False supposition
care to elaborate?
Instead of 'false supposition', how about:

how do you know it hasn't all ready started?

K
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hannahcoldkiller
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Post by hannahcoldkiller »

still says Das beta on the server list. There have been campaign related events already, I'm sure. But has it really started? How will we know? Can we ever know? what does it mean to know something other than in the biblical sense.
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Mensha Khaine
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Post by Mensha Khaine »

DM Wired wrote:
Vahene wrote:Someone said it before, but I would like to second, third, fourth and fifth
it - I'd like to see Palemoon brought back. The quest was a blast, usually
you could do it around level 10-13 or so.. but with a group. It was one of
the few quests, other than Koa'lisks (which I would also like to see back),
that a group, I think, was absolutely necessary for.

I can't imagine that Koa'lisks wouldn't have dens around here, or in
Varanite territory at all. :)

K
Why don't you describe for us the salient features of this quest that differentiated it from others? Perhaps there is license to incorporate some of these aspects into future quests while moving forward with new tales & stories.
Palemoon had a number of different areas, with a good mix of living and undead creatures as well as traps and locked chests. The loot was fairly ordinary except for a couple of well placed chests and rewards. The main quest required you to explorer a few locations to get key items and in the process had two large creature to test your skill against.

There where areas you could solo as different classes, and yes some builds could solo them all but it was a long quest far from any merchants or help. I felt the creatures where at the right XP for the difficulty, and the large creates which are part of the quests did not give any XP so people wouldn't camp them.

Since you had to explore different areas and had different creatures in each, they required different tactics.
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Post by Stormknife »

* The Tharon quest and Bandersnatches are soloable (though require high-level characters)
16+? 17+?
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Post by Wired »

Stormknife wrote:
* The Tharon quest and Bandersnatches are soloable (though require high-level characters)
16+? 17+?
Either of those would be fine for those quests. It may be tough to finish the Tharon quest alone, depending on your build, but there's always someone who finds these things easy (the difficulty has been increased slightly, BTW). The Tharon quest, and access to the upper levels, is currently bound from 14 to 18.

Speaking for myself only, generally more new areas further from town will not be level-capped. They may have level-minimums, prohibitions on excessive mismatch between party members, and/or the quest XP may be level-limited, but they are more likely to be open to hunting by high-levels.

Bandersnatches are not capped, unless of course I find people abusing it. You can also get in there at a far lower level than is probably prudent too, but it's your call.

Also watch out for traps; expect to find them where you don't expect them. A peave of mine is immune or high-CON players "walking over" my 30' deep pit filled with acid, IMHO that's just a weakness in the engine. Still thinking the mechanics through, but if you see something like that, unless there's a DM on and you happen to have 50' of rope and a 10' pole in your inventory, you can expect to die by just blundering into that one. You're in a 'dungeon' afterall and the bad guys are trying to kill you.

A reminder that discarded items can cause lag on the server. Trashbins have been added to Thrall's Gate, so please use them. Give a hoot, don't pollute.
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Stormknife
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Post by Stormknife »

Heh. well, for the record, those two areas definitely aren't soloable at 15 with a straight warlock. I ate 2 death spells immediately on arrival in the Tharon temple, and got stomped into the ground in Bandersnatches. Stone to Flesh, sneak attacks from the front, and constant crits are a pain.
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Post by Wired »

Well, your mileage may vary. Other people complain that they're too easy. But it's your option to solo that one right up until level 20.

I'll look into the deathspells, honestly I'm not a huge fan. I do want these areas to be challenging though, they are intended to be high-level content.

Edit: Bosses will still use deathmagic, mobs will not.
Last edited by Wired on Fri Nov 02, 2007 6:25 pm, edited 1 time in total.
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baby1111007
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Post by baby1111007 »

Please please please...give us some soloable hunting areas for all levels. I dont care if it is a house invested with spiders, a haunted house with wraiths, a cave or cavern of cultists, or a camp of hill giants in one of the outdoor areas.


There doesn't even need to be a quest or much treasure involved...maybe a few very random drops. If you can come up with a little mini quest for them, that is good too, but small reward as the real goal is just hunting ( like paying for 10 bandit scalps). I am just talking hunting areas for all levels that people can go to blow off some steam.

In Das 1 the road to Dasar was like 15 areas with different creatures lurking in each that you could just hunt in. Now I realize this is not feasible with NWN2, however we can have certain interiors geared to certain level ranges with fast respawns that can be soloed when population is low, or players are just in a bad mood and aren't up for partying.
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Post by Blackthorn »

2nded. More then not I'm on alone or just to low of level to group and have been forced to get xp where ever I can just to try to lvl up and I'll tell ya after soloing werrats from lvl 6 to lvl 8 I would like to see pretty much any thing else that doesn't kill me as soon as I walk in like the bugbears does as it stands I find myself going back to the aquaducts just to mix it up. Grinding xp 5 points at a time will take me forever just to be able to see any thing and by then I'll have missed the campain.
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Thracius Trueblade
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Post by Thracius Trueblade »

DM Wired wrote:
Stormknife wrote:
* The Tharon quest and Bandersnatches are soloable (though require high-level characters)
16+? 17+?
Either of those would be fine for those quests. It may be tough to finish the Tharon quest alone, depending on your build, but there's always someone who finds these things easy (the difficulty has been increased slightly, BTW). The Tharon quest, and access to the upper levels, is currently bound from 14 to 18.

Speaking for myself only, generally more new areas further from town will not be level-capped. They may have level-minimums, prohibitions on excessive mismatch between party members, and/or the quest XP may be level-limited, but they are more likely to be open to hunting by high-levels.

Bandersnatches are not capped, unless of course I find people abusing it. You can also get in there at a far lower level than is probably prudent too, but it's your call.

Also watch out for traps; expect to find them where you don't expect them. A peave of mine is immune or high-CON players "walking over" my 30' deep pit filled with acid, IMHO that's just a weakness in the engine. Still thinking the mechanics through, but if you see something like that, unless there's a DM on and you happen to have 50' of rope and a 10' pole in your inventory, you can expect to die by just blundering into that one. You're in a 'dungeon' afterall and the bad guys are trying to kill you.

A reminder that discarded items can cause lag on the server. Trashbins have been added to Thrall's Gate, so please use them. Give a hoot, don't pollute.
The problem I have with the Tharon temple is the fact that 3 of the doors can only be unlocked by a rogue or mage with knock. Basically you can only solo it if you've got some means of opening locked doors, which tends to exclude most classes.

It's kind of frustrating because with my overpowered cleric, I can plow through the enemies easily, only to be defeated by a locked door. I almost feel like I'm being told 'we can't think of a creative way to make this hard for you, so we're just going to lock you out with an immovable door'. I don't mean any offence by that, because frankly, I don't know how else you CAN stop some of the builds out there, without making it impossible for more casual players or just people who choose to play a less overpowered class. I just think there must be a better way to encourage teamwork, other than simply requiring that a certain class be present. If it meant you needed to be in a group to do it, and it wasn't soloable, I wouldn't mind so much. My problem is that you NEED a very specific class with a very specific skill set in your group, otherwise you just can't do it. There aren't very many high level rogues on Das, which means most of the time, it's just not possible to run that quest.

And I agree with the previous couple of posters, it would be really nice if there was just a few areas for people to hunt monsters, for different level ranges. Really low levels can do the wolves, and strong mid level characters can do bandits and the enemies around aucklorn, but from about 4-10 and 14+, there really is nothing you can hunt that is worthwhile.
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Post by Wired »

Any unbashable doors in the Cathedral require that you take out a keyholder. Anything else can either be defeated by a competent lockpicker or taken out by smashing it. I believe I covered this in another thread.

I still recommend you take a rogue. Gryst and Martek have laid down plenty of defenses against incautious invaders in their lair, but that's your call.

That dungeon is as the builder has conceived it, plus/minus tweaking. I don't forsee making changes to make it specifically soloable by _________ {fill in the blank}.

Also please keep this thread on track, it's supposed to be about what you'd like to see 2 months out.

-Desire for more hunting areas noted.-
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kikkelipoika
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Post by kikkelipoika »

DM Wired wrote:Well, your mileage may vary. Other people complain that they're too easy. But it's your option to solo that one right up until level 20.

I'll look into the deathspells, honestly I'm not a huge fan. I do want these areas to be challenging though, they are intended to be high-level content.

Edit: Bosses will still use deathmagic, mobs will not.
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Wumpus Slayer
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Post by Wumpus Slayer »

How about being able to hire various classes, levels, and alignments of NPCs to help you with quests (i.e. like your companions in the OC)?
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Post by Goeumzz »

^^^ I really like Wumpus's idea, like mercenary companions for crap you just can't really do alone, but u'd hafta make em not too cheap so that ppl don't abuse them when others are online and not too expensive so that it's too high a price to pay and everyone ignores it. Also i dunno about buffing companions though that could get abusive quick, just like maybe a choice between rogue/fighter.
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Maevan2
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Post by Maevan2 »

Goeumzz wrote:^^^ I really like Wumpus's idea, like mercenary companions for crap you just can't really do alone,
If there are not enough players so that we have to hire NPCs then we can also just pull the plug and do something more usefull. More or less ;)
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