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Community Project Proposal


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#226
dunniteowl

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The discussion of what to include also bears considering making it ADL compliant so that folks getting this module get a series of links in their AutoDownLoad to files they need and if they already have them, they don't need them, thus providing a padded benefit to those folks who already have a lot of these things downloaded already -- reducing their download times, while still providing those who don't have them the files necessary to play the module just like everyone else.

I think one standout byproduct of this Community Module Project could be to highlight and show that SP modules can also benefit from using the ADL method that PWs are also starting to adopt to reduce redundant download of content.


dunniteowl

#227
WyrinDnjargo

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Argh!
Browsing for prefabs to use on the vault I got hit by the System Tool virus (and I'd just updated my antivirus!). Now XP won't start even in safe mode. Not the technical problems I was expecting getting back to building...
Might be a bit delayed getting started on this... :(

#228
The Fred

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dunniteowl wrote...
The discussion of what to include also bears considering making it ADL compliant...
I think one standout byproduct of this Community Module Project could be to highlight and show that SP modules can also benefit from using the ADL method

I haven't even looked into the ADL yet myself, but seeing it work in SP *would* be pretty nice. Either way, packaging things in such a way that people don't need to download multiple things over and over makes a lot of sense.

#229
Arkalezth

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If changes to UI can reduce compatibility with other add-ons, I'd leave them out. Islander had this issue.

#230
Shaughn78

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UI changes only cause issues if they are placed in the ui folder, this is a global change. They can be included in HAKs and campaign folders and only effect the desired game.

#231
Arkalezth

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Nevermind then. I wasn't sure about that.

#232
Guest_Chaos Wielder_*

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MokahTGS wrote...

Chaos Wielder wrote...

You could just email me the scripts now. It's not a problem, really. We might be waiting a little bit for the fully compatible placeables 2da, so I certainly have time for checking them out.


Didn't you see the one I linked?


I did see them. I'm looking at options, really. With the slight delay from the 2da, I have the luxury of looking at different systems. For instance, the light system will be included no matter what. Their systems handle trap XP and other mechanical things which, from what I see, are not covered by those systems; therefore, it'll be good to include them.


About the delay: I am still going to start the project page tomorrow for signup, but there just won't be the hak to distribute quite yet. So, it's mostly going to be a matter of forming a list of projects, etc. This is a minor setback, but I'm going to do the best I can with it. As soon as a hak is available, it will be provided.

Also, I'd appreciate everyone reading this that is interested in working on the project, even if you've told me before, to PM again. I don't want to forget someone, and going through this thread is troublesome enough.

#233
Shaughn78

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I have sent the following scripts to you:
lock picking xp
disarming traps xp
random scroll treasure
on use aquire

encounter sneaking system

Oozes: scripts, blueprints, and consumables.

#234
Eguintir Eligard

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Im not so worried about the UI as I said, if we are going to adopt the click->view float text system, which seems to be well received so far (provided I make it float over the object, and not the PC). Plus since we are doing flavor triggers (which I am adopting for consistency to go along with everyone) I think having click float is more consistent. If a description floats over you when you click a trigger and it also floats when you auto-examine an object thats some great consistency when combined. More immersive too I think not to have "windows of text" pop up.

So basically I dont see the need to change the UI anymore, if that wasnt clear. So you dont have to take a stance, Ive withdrawn that.

Spells; I will do a demo mod (Ive already started my tower) and show you what I got. I'm pretty sure most people will like them and they take no size, but I am willing to put them as an optional download with the submission (which would be all of like 40k in size). Or you dont have to put them at all. I just really think people will like them so for like an instant download at least the option would be nice.

If people dont adopt it for the game, I wont use them in my module of course that would look horribly inconsistent. I'm a team player.

One thing though that was mentioned; that you don't want peoples modules to become too much of a time sink. Perhaps we should expand our thinking here; a lot of peoples complaints of SoZ was that all the dungones were rinky dink 4 tile deals. People also often say, after a well made adventure " can't wait for a sequel" or "I wish there was more to play".

Why not give them this up front? Final Fantasy 4 on SNES used to advertise its 100 hours as a feature. Now don't get me wrong there has to be quality.

But looking at Mokas centaur bridge, its visually awesome, its unique, if she has a few hours of quests I'd love to see them. What's the rush for the game to be over? I can definitely say sure, maybe only non-essential modules can be that long (that is, they give xp and good items, but nothing plot) for those who kind of have plot ADHD, but if they are optional... what's wrong with some extended depth? The player can choose to enjoy it or only do a little.

That's my thoughts. Wow I feel like DNO :)

#235
Shaughn78

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I would suggest leaving visual effect modifications as an override option. If they are included as as a HAK they will override everything. Since they have no direct effect on game play allowing players to choose visual effect modification would be more appropiate. Some players choose the low/minimum effects to improve preformance on older machines and they should be able to continue to use those if they desire.

#236
Guest_Chaos Wielder_*

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I'm sort of Shaughn on this. Since it's just a visual modification, we can let people add that in as they see fit. Things I want in the hak/campaign folder are mechanical changes for the campaign.


As far as length goes, I'm certainly willing to let people make stuff that's fairly time involved. Now, there needs to be some discretion here. No 8 hour dungeons or things like that. Mokah, for instance, is making a city--it seems more plausible that it would be more involved than just a hole in the rock. I guess I'd have to say length is on a project by project basis.

#237
Shallina

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What about the death system, in order to not have the party member resurect during speak trigger and thing like that, will you provide a set of script ?

#238
The Fred

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Eguintir Eligard wrote...
I'm pretty sure most people will like them and they take no size, but I am willing to put them as an optional download with the submission (which would be all of like 40k in size). Or you dont have to put them at all. I just really think people will like them so for like an instant download at least the option would be nice.

Shaughn78 wrote...
I would suggest leaving visual effect modifications as an override option. If they are included as as a HAK they will override everything. Since they have no direct effect on game play allowing players to choose visual effect modification would be more appropiate. Some players choose the low/minimum effects to improve preformance on older machines and they should be able to continue to use those if they desire.

Eguintir, your Mirror Image visual looked great, and going by that I'm sure most people will like them. However, I think - for the reasons I put forwards before and those which Shaughn quite nicely detailed - such things should be left as optional override packs.  I guess it's not the end of the day, though, either way.

#239
Eguintir Eligard

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um... didnt I say I would recommend they be used as an optional download with the submission?

I'm not disagreeing with anything being said here. I'm just assuming no one would have a problem with the optional vfx tagging along on the submission as a seperate download , eg: Optional spell VFX pack



Anyway enough of that as for the main stuff, I think my tower will be more like 1 to 2 hours, not quite a durlag's tower situation.

A thought occurs though, I could limit the XP (can set the scale by module) if people prefer my tower to be a flavor/loot zone and to not be necessary to level up. Or I can fill an actual level range as part of the game, in which case the tower would be more essential. ( That is, I can be the zone for actually levelling from say 7 to 8 etc). Just let me know whats needed, I just kind of assumed people were putting out projects and filling in the level ranges to get us to the top level. But maybe thats happening on the map mostly in wandering encountters. Just trying to get a grasp for this.

Modifié par Eguintir Eligard, 27 février 2011 - 09:16 .


#240
Shallina

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Yup a chart for the level need to be done for each plot that we will submit.

To be sure a path from 1 to 20 exist.

#241
PJ156

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Shallina wrote...

Yup a chart for the level need to be done for each plot that we will submit.

To be sure a path from 1 to 20 exist.


I agree and we will need to be quite disciplined about it IMO. We will need to know how much exp our mod gives the player and how much gold and what items. That way the next modder knows what to expect and how to balance thier own work.

It is my preference to take the low end of this set of modules (lv 1-3/4). It would be unfair of me to give out a +3 longsword +5 vs halflings without communicating this with the next modder. I believe I should make a statement such as the mod will end with the player owning a +1 weapon at around 3500 exp and with 1000 gold.

I guess this is more important at the low levels where balance can more easily be upset and there is nothing you can do about the player that grinds the map encounters, but then they only spoil it for themselves. At higher levels this is harder to contrl but the exp band can still be monitored.

Perhaps we should make the tenth map encounter at any given level Mr T Image IPB, that would make them grind to a halt.

PJ
 

#242
dunniteowl

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Eguintir, I wouldn't worry about that, make the module pretty much as you see fit and then just list the level range intended and the type of geography the tower would be set in (in other words, list what kind of terrain would be most appropriate for locating your module on the Overland Map) and from there, I think it's just a simple matter of integrating it along with the other submissions.

And once the project site goes up, we'll start compiling that information and outputting a chart/list that allows others to see who's doing what, so we avoid having (23) 6th -8th level modules, (3) 1st-3rd level modules and (18) 17-20 level modules and nothing sandwiched between it. So, make your tower module as you see fit (and consider the overall level you'd like it to be to fit with your idea of the module and we'll just basically roll with it.

I think we'll be looking at having anywhere from 3-6 module areas per range of levels (1st-5th)*, (5th-9th), (9th-13th), (13th- 17th), (17th and up.) Through those 5 ranges *(which are not set in stone, that's just a rough estimate of the level ranges) there should be plenty for everyone to find something to do.

You can make short side quest module areas, little discovered hidden sites of one or two small areas, or hell, go nuts and make something sort of grand that might provide 1 - 3 hours of playing time. The idea here is to provide a variety of areas, adventures and quests, all rolled into this big burrito of a module which has, as it's "main" attraction, stopping the tarrasque (or not.)

Once we get going, the integration of the varying modules will be one of fitting them into a geographical range on the OM, making sure they are properly listed as to their projected level ranges and provides a level of creative variety between stops (so the areas don't feel reptitive as you come across them) while sandwiching them between canonical locations and the rampages of the Main Villain (in this case, the Tarrasque and it's minions, witting or otherwise.)

I think this is going to be a blast. Maybe quite literally.

regards,
dunniteowl

#243
Shaughn78

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dunniteowl wrote...

I think this is going to be a blast. Maybe quite literally.


I thinkl 200+ post in 6 days just proves this point.

Once we get the other site where there will be a bit more organization ,we can make bands of 3 or 4 levels. Then fit our individual areas/quest into the bands and make sure there is enough rewards, experience & loot, to be able to reach and function within the next band.

#244
Eguintir Eligard

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PJ maybe you should cover level 1-4 then since it was said the level range would be 4 to whatever it was (25?). Seems even a tiny quick adventure from 1 to 4 would be nice, (rapid exping / training zone?) since it was said that maybe starting from 1 might be more satisfying. :)

#245
Shallina

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Or perhaps something completly different that could introduce the story ? Got many idea to start a low lvl char personnaly.

exemple 1 :
The char is a sacrifice for the tarrasque from an "evil cult" that see the beast as a god  and manage to escape while that advanced "hero band' break in thanks to the diversion they provided.

Seeing that the player isn't 100% helpless they decide to take him/her as a squire for helping them with mundane task for their lvl.

Modifié par Shallina, 28 février 2011 - 01:07 .


#246
manageri

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PJ156 wrote...

It is my preference to take the low end of this set of modules (lv 1-3/4). It would be unfair of me to give out a +3 longsword +5 vs halflings without communicating this with the next modder. I believe I should make a statement such as the mod will end with the player owning a +1 weapon at around 3500 exp and with 1000 gold.

I guess this is more important at the low levels where balance can more easily be upset and there is nothing you can do about the player that grinds the map encounters, but then they only spoil it for themselves. At higher levels this is harder to contrl but the exp band can still be monitored.
 


You could just not give XP for beating overland map encounters. I think it's totally upside down anyway that a group lacking a stealthy char is rewarded for that by getting more xp because they fail to avoid monsters.

#247
Guest_Chaos Wielder_*

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manageri wrote...
You could just not give XP for beating overland map encounters. I think it's totally upside down anyway that a group lacking a stealthy char is rewarded for that by getting more xp because they fail to avoid monsters.


I was giving serious thought to this, actually. If we made OLM encounters have no XP, then we could focus more on them being quality(special) encounters rather than just filler battles. Players would fight them for items, special loot and things like that. Also, it would give more leverage to explore individual dungeons. I'd like some thought on this.

Also, a few screens of Hellfire's OLM(minor changes by me):

The Turmish Lands.

A path leading up to the Orsraun Mountains. We see Ironnfang Keep and the tips of the Gulthmere Forest.

The capitol of the Turmish Lands, Alaghon.

Modifié par Chaos Wielder, 28 février 2011 - 03:01 .


#248
MokahTGS

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Eguintir Eligard wrote...
But looking at Mokas centaur bridge, its visually awesome, its unique, if she has a few hours of quests I'd love to see them.


I'm thinking I'll just do a lvl 1 "kill the rats in the basement" quest...oh wait...I already did that.

#249
nicethugbert

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NEAT!

#250
manageri

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Chaos Wielder wrote...

I was giving serious thought to this, actually. If we made OLM encounters have no XP, then we could focus more on them being quality(special) encounters rather than just filler battles. Players would fight them for items, special loot and things like that. Also, it would give more leverage to explore individual dungeons. I'd like some thought on this.


I'm confused, if you want the focus to be on the dungeons how does phat loot on random encounters help? If the intention behind removing the XP is to eliminate the effect random encounters have on the group's power then doesn't rewarding items instead have the exact same problem?