Can a high starting level be too much work for a Player?
#1
Posté 21 août 2010 - 04:06
So you could be sitting there levelling up characters 80 times in a row before getting into the action!
The process is optional, of course. You can bring in characters that are already level 20, or whatever level you like, really. In fact, I encourage that - I'm designing this module for high level characters who have saved the Realms a few times already and need to be dusted off and played with. But for the people out there who may want to play it, and don't have high level characters - is this WAY too much work to keep their interest? And should I care enough to question the design?
#2
Posté 21 août 2010 - 04:43
#3
Posté 21 août 2010 - 05:20
Still, I see plenty of requests over time for High level modules, so you should be okay, I'd say. Don't worry about it overmuch.
dunniteowl
#4
Posté 21 août 2010 - 06:33
A set of premade characters could be good, perhaps the PC could select from a list as in BGII pocket plane, certainly at least have a recommend button. Perhaps you could line up the options and the PC could interview them
Another possibility might be to allow 4 pre run characters, then the player might have older SoZ characers they could pull in.
PJ
#5
Posté 21 août 2010 - 09:05
(that's not to say I'm expecting it to reach epic levels, but you can look at the level distribution like a reverse exponential curve, with a sea of lv 1 mods at the bottom, and slim pickings the higher you go up)
Modifié par Gilradthegreat, 21 août 2010 - 09:08 .
#6
Posté 21 août 2010 - 10:22
That said, I'd also agree that while creating a character and leveling them is fun enough, leveling 4 characters to L20 would be pretty boring. The idea of providing some pre-made ones might be a good one (maybe if you make and level a "basic" staple of each main role, perhaps fighter/cleric/rogue/mage and put them up for download along with your module). Given it's a 4-person game, people might like a spare character to fill in a space even if they don't want a pre-made one for their main char.
#7
Posté 21 août 2010 - 10:59
Heck, to continue this hypothetical epic-level four-character mod, if you make it require SoZ, chances are four high-level characters would most certainly already exist; the party used to get through SoZ in the first place!
I would agree that spending 40 minutes in front of leveling screens can be tedious, but if the majority of players love mods as much as me, chances are their localvault is teeming with heroes that are pretty close to the starting level.
#8
Posté 21 août 2010 - 01:59
Another possibility might be to allow 4 pre run characters, then the player might have older SoZ characers they could pull in.
This is exactly how it works now. I'm using the SoZ party creation system, so it will work exactly like that. The '80 total levels of character building' is a worst case scenario that I actually imagine few people who still play NWN2 this long after launch will have. That said, including premade characters is a great solution. Pre-levelled and pre-equipped. I'll even include a prompt at startup to let players decide if they'll need levelling or not. The 'interview the NPC' idea is awesome, but a little too involved for what I'm doing (especially since my concern is cutting down on time spent before the adventure begins).
#9
Posté 21 août 2010 - 02:02
The only problem I see is equipping them. It's tough not to go overboard in a trainer. That problem I have no matter what level.
#10
Posté 21 août 2010 - 02:10
#11
Posté 21 août 2010 - 02:14
#12
Posté 21 août 2010 - 02:19
You can do as The Fred says, providing a balanced created party to download in the module page.
There are few high level modules, and I'm not talking about epic here, anything with more than 13 levels or so is a rare sight, so a module with a higher level range would be welcomed, I think.
#13
Posté 21 août 2010 - 02:57
#14
Posté 21 août 2010 - 03:10
Tonytobinus wrote...
This is exactly how it works now. I'm using the SoZ party creation system, so it will work exactly like that. The '80 total levels of character building' is a worst case scenario that I actually imagine few people who still play NWN2 this long after launch will have. That said, including premade characters is a great solution. Pre-levelled and pre-equipped. I'll even include a prompt at startup to let players decide if they'll need levelling or not. The 'interview the NPC' idea is awesome, but a little too involved for what I'm doing (especially since my concern is cutting down on time spent before the adventure begins).
That was going to be my suggestion, but then, you already knew that.
#15
Posté 21 août 2010 - 08:24
#16
Posté 22 août 2010 - 12:54
I certainly don't mind levelling my "main". It could be tedious for 4 chars, doing the whole 1-20 thing. But then again, it should be no problem to use some characters made earlier, for other modules. Or, like has been said, a SoZ party.
Modifié par Haplose, 22 août 2010 - 01:10 .
#17
Posté 22 août 2010 - 01:06
Modifié par M. Rieder, 22 août 2010 - 01:07 .
#18
Posté 22 août 2010 - 02:24
Now, I could spend time creating a script that gets the faction's gold amount, and loops through the items in their inventory, adding the value of each one to the gold amount. Then take that total number and compare it to a "sell limit" interger,and create two stores: a full supply store with weapons and items that opens if the faction's net worth is less than the number, and a minimal 'healing kits and traps' store that opens if the party is already equipped with enough expensive items. Update that number every time their inventory is disturbed by adding a new item, and close the store when it exceeds the goal amount.
Now, if this store were more important to the plot, or if the script were appearing in more than one place, I would *totally* do that. And in the future I probably will, because I really really like the idea of that script. But I dont think it's really worth it in this case. The way I see it, the reward money is their to spend however they want. If they come into the game unarmed, it will definitely be put to good use. If they come fully equipped and decide to spend the gold on redundant items, or come with tons of gold and buy out the store, that is their decision and it won't really unbalance the game that much.
...and this has basically been me talking myself down from doing more than I need to
#19
Posté 22 août 2010 - 02:26
and M. Rieder, those are the characters I've been testing this with. But I dont mind rolling a few special characters just to give players more options.
#20
Posté 23 août 2010 - 01:07
You copy the roster and player information from one save game to another. Just don't mess with globals. and module save files.Tonytobinus wrote...
kamalpoe, don't know if you would know this, but is there a specific way to bring in the SoZ party, including their party name, motto, and backstory? I'm checking out the party registration interface now, and it only seems to be able to load premade characters.
#21
Posté 24 août 2010 - 12:25
Of course, this would be a little more work, too, but would ensure that well-equipped characters are only better off than unequipped ones if they are over-equipped.
#22
Posté 24 août 2010 - 01:13
#23
Posté 24 août 2010 - 04:05
#24
Posté 24 août 2010 - 04:25





Retour en haut







