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*Discussion* - Favorite Server Features


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#26
Shadooow

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WebShaman wrote...

Wait a min! So someone who is using Tensor's or Shapechange will be fatigued as if they had the ORIGINAL stats of the Wizard in question as they rested? O_o

That Iron Golem sure gets tired fast!

Nope, definitely not a system for me.

It even doesnt matter; in such environment, there is no point in making a int/cha based mage, rather make con, DR, no-AC one.

I dont mind very much on restricted rest, myself added it into my campaign but not in the style, that there are only 8places in world where you can rest, its free anywhere in town, and there are lots of camps outside but you cant use an tactic "cast everything I have to finish a monster +20lvl than me, then rest and go kill second". When I last played on a world with too much restricted rest, casters just become con-dr-no-AC and exploited the intent of that feature anyway. The only one who had issues were non-casters again. Actually much tougher resting were in The Three Towns where could spawn monsters if rested at not safe place. That was harsh finally (though it could be exploited by a resting near area transition). But it was possible and thats what I like - as much possibilities as possible.

Modifié par ShaDoOoW, 20 septembre 2011 - 09:26 .


#27
WebShaman

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I like wandering monsters, and rest can attract wandering monster systems.

However, I think that Druids, Rangers, and Barbs should be able to find "safe" resting areas in wilderness zones.

Same goes for Towns and Civilized areas - Rogues should be able to find "safe" resting areas (would be cool if those trying to rest in the streets were "moved on" by the guards/watch/whatever, having their rest disturbed - "if you wish to rest, go to an Inn!").

That would be cool.

#28
Jenna WSI

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AI that knows when to run away? I need to hear more about this...

#29
WebShaman

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It exists - in fact, if you look at some of the Bioware AI, I believe that you will find moral stuff in it, mostly lined out - but you can activate it (iirc).

I believe Jassparre's AI has moral in it.

Modifié par WebShaman, 20 septembre 2011 - 05:35 .


#30
_Guile

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Personally, I believe that custom systems on monsters only lends to the lag when you start talking about 30++ Players spawning 2-6 creatures every minute or three.

When 60+ Players are spawning mobs and you have custom scripts running on mobs, things could get real slow.

I don't think that custom AI & Scripting is always appropriate for Servers, unless it's extremely well coded, something I wouldn't care to try, even being an intermediate scriptor.  I have seen 15 player servers that would get extremely laggy because of the Monster AI Scripting, it's a pretty common mistake with builders.  (I just use default stuff)

Besides, introducing a moral system would only increase the amount of code ran by every monster that was spawned in, which in turn, when you start talking about 60 - 200 Creatures spawned in running heartbeat scripts that are doing loops, look out, serious lag ball..

Furthermore, I'm positive that a moral system would have exploits, bugs, or wouldn't work properly as intended most likely, as it's too situational, would require constant checking & rechecking of stuff.  Obviously if Thor just hammed your partner to the floor leaving nothing but blood & guts everywhere, morale would not alway make sense, as often is the case revenge may swell up instead of fear, with the monster wanting to utterly destroy the PC by any means possible!  Maybe the goblins have a dragon in the Cave nearby that commands them to attack, and they know that the price for failure is to be roasted & eaten, fearing the dragon more than the PC they attack relentlessly!  Too many factors involved.

I'm positive they (Bioware/TSR/WOTC) left out Morale for a reason.. 
(I'm thinking it didn't make sense in a video game vs Pen & Paper)

Modifié par _Guile, 20 septembre 2011 - 07:45 .


#31
Elhanan

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I do not know how Moral works on other servers, but on Aenea it is sweet to see weaker foes start to flee when you have decimated their ranks woth a device or spell, or when the Elder Beholder realizes that closing to melee may have been unwise from a large punch to what should have been a nose.

Sometimes the XP is even a little more from the fleeing foes; sometimes less. But the difference is so small as to avoid exploitation. And while it is a nice perk for me, it is not a fave feature.

#32
ffbj

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As far as morale goes for me I just use the condition of the monsters in the fight depending on their intelligence. So if they are completely overmatched and wounded they will run off and maybe shoot a ranged weapon, or try to hide, or do a buff, healing potion or some such. I also use rally points for some monsters, randomly created in their home areas, where they can run to in their rally attempt. Combined with my fatigue system the inconsequential weak annoying monsters turn into a problem as they tend to wear you down, just trying to kill them. Though I think a lot of special AI scripts can lead to lag, as Guile says, I think it's worth it. Regarding the buffing to get more fatigue. I just felt that being a temporary effect it would not raise fatigue, though I could add it in if I wanted. It would not matter a great deal though, and I did not want to add in code for every buff spell, or potion. That's why I made a specific potion to buff your fatigue. You can drink them like kool-aid if you want, but they are fairly expensive, and don't give too much fatigue, just 35-50 on a random roll, and they are capped,(drinking multiples won't shoot your fatigue through the roof), Everyone starts with base fatigue of 100, and then adds on from there. Mostly it only matters in long fights or if you are continually fighting, one small fight after another. Then just standing around for a bit, lighting a campfire, between fights, you regain fatigue to keep going.
Also being mounted reduces  fatigue.

Not monitering your fatigue can get you in trouble but it rarely is the cause of a death, unless you ignore it.
I use winded, tired, and exhausted as your fatigue falls, at 40/25/10.
If you address the problem when you first get winded, or shortly thereafter, you are usually fine.
My 15th level guy, about average or a bit under, has 250 fatigue.
A new mage type charater, (starts at 3rd) would have around 120.
High level fighters might have well over 400.  They don't get tired much unless they are fighting really tough opponents for 15 minutes or more.
I have spent a lot of time play-testing this system, and so have my friends, and it works pretty well.  Adds a dimension to the game, imo, that gives more realism. Of course we all have different tastes and it's not for everyone.

For rest I have designations of free, standard, harsh enviornment, and no rest.
Inns, or your personal hovel is free: No tick down on your rests.
Basic area little monster activity: 1 tick down on rest.
Harsh enviornments, monster infested, or frozen/desert: 2 ticks down on rest.
I just put a local on the area for harsh set to 1 to add to the rest cost.
Usually rest is not going to be interupted but it can happen if you are in the middle of a rolling spawn, which is more likely in harsh areas. 
You get 3 rests, and then entering an Inn, or wating 8 hours resets that.
It's a middle of the road system which is not overally harsh nor too easy.

Modifié par ffbj, 20 septembre 2011 - 11:07 .


#33
_Guile

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Discussing YOUR server features is NOT discussing the favorite features that you have found on other servers, you are only expressing your biased opinion of systems you created, hardly noteworthy, sorry ffbj, but you are completely off topic here mate... No offense intended, because I really do enjoy chating with ya ffbj. :D

Modifié par _Guile, 21 septembre 2011 - 05:54 .


#34
Queensilverwing

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There was a PW that used a custom beholder (likely from the Vault somewhere) that was really cool. These beholders could 'see' through walls, and their red beam could cause you tons of damage, even death if your PC got caught in their death-ray gazes.

This made the area they were in a real challenge, because it was possible to catch them out unaware, and then your PC certainly had a chance to kick, uhm, eyes. What was cool to me was those beholders had the scales tipped on their side, which is fair considering how powerful a PC can become. It was fun and if the gods were smiling, you could make it to the hidden room in the pyramid to rest  :D

Modifié par Queensilverwing, 21 septembre 2011 - 07:25 .


#35
Elhanan

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Special events - Being able to participate in something unique tends to allow me to feel the same way, be it hosted quests, massive battles, 5 yr Anniversary scavenger hunts, etc. All have been memorable, and a reason for playing on PW's instead of remaining on solo mods.

#36
_Guile

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Elhanan wrote...

Special events - Being able to participate in something unique tends to allow me to feel the same way, be it hosted quests, massive battles, 5 yr Anniversary scavenger hunts, etc. All have been memorable, and a reason for playing on PW's instead of remaining on solo mods.


THIS ^

That's really icing on the cake to me. :D

#37
ffbj

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Oh yes social events like: tea and crumpets on the veranda, or, port and cigars in the ward room.

#38
Queensilverwing

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Oh yes, tea and fresh cream scones! I remember Vives PW had the most wonderful tea rooms *sighs happily*. It is the small details that impress me, tea rooms, visually pleasing gathering areas. It is the mark of a good PW where as a new player often via the 'tell' function a regular player of a PW will welcome you and ask if you'd like any help. Often they give advice, like reading the lore books and are generally most willing to show a stranger to town around.

providing experience for players of different classes is also important. Rogues should be rewarded for using their skills, they can also be punished if caught doing so! Some players have PC's that are not fighters by nature, rather they prefer to be smiths, or potion makers in order to survive. creating opportunities for them to craft or go on quests that require them to use their wisdom and knowledge to gather XX items for their craft without ever having to do battle is great. It takes a caring PW to provide those sorts of things for PC's who are pacifists. it also adds to the rich tapestry of the PW. The world cannot be made up solely of fighters and spell slingers ;)

#39
WebShaman

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You played on Vives?

Wow.

#40
Rolo Kipp

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<leaning back...>

Queensilverwing wrote...
Oh yes, tea and fresh cream scones! I remember Vives PW had the most wonderful tea rooms *sighs happily*. It is the small details that impress me, tea rooms, visually pleasing gathering areas. It is the mark of a good PW where as a new player often via the 'tell' function a regular player of a PW will welcome you and ask if you'd like any help. Often they give advice, like reading the lore books and are generally most willing to show a stranger to town around.

Anything that makes the player feel like he's come home. To help them *invest* in the world... Yes.

providing experience for players of different classes is also important. Rogues should be rewarded for using their skills, they can also be punished if caught doing so! Some players have PC's that are not fighters by nature, rather they prefer to be smiths, or potion makers in order to survive. creating opportunities for them to craft or go on quests that require them to use their wisdom and knowledge to gather XX items for their craft without ever having to do battle is great. It takes a caring PW to provide those sorts of things for PC's who are pacifists. it also adds to the rich tapestry of the PW. The world cannot be made up solely of fighters and spell slingers ;)

Damn straight! Among the prestige classes I designed way-back-when where three that were interdependent, but could still be played independently; The Artificer, The Explorer and the Alchemist. The most combat oriented one of those (Explorer) was more of a specialized ranger/rogue/sage (to get the mandrake the alchemist needs, you have to research *where* to find it and how to harvest it. You have to go and retrieve it. You have to survive the experience ;-).

Fighting is not the focus. Not for them, anyway.

I hear ShaDoOoW (on the "Detest" thread...)

- no XP for killing (challenging ofc) monsters

But I firmly believe xp & gold rewards that are not only *class-sensitive* (XP for killing is greater for fighters, xp for picking locks is greater for rogues, etc...), but  *context-sensitive* (Greater xp for a ranger killing a starving wolf than a well fed, none hostile one, more gold for picking a really difficult lock than looking in a barrel of fish-heads...) encourage and define not just class differences, but character play-style differences.

Anything that makes a player welcome and appreciated, and gives them lots of choices in where & what to do.

<...and putting his feet up>

Modifié par Rolo Kipp, 23 septembre 2011 - 04:43 .


#41
Queensilverwing

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WebShaman wrote...

You played on Vives?

Wow.


Yes, I reviewed it. It is one of my online regrets that I did not return to continue playing, but I was reviewing a lot back then. I only found out recently that the original owner? Cecil died. However, it appears some players ressurected the old Vives as well as continued to expand on the world and its story, Beyond Vives is what its called I believe.

I think I shall have to take the time and investigate that PW again, it offered so much that was good in a PW, both in gameworld and player base.

*QSW gets a little misty-eyed*

You know, I don't think it would be too off topic to say that to all those PW owners/builders who have spent years of their lives creating worlds for us to play in... you rock! :wub:

Without them, this thread wouldn't even be here.

*QSW stuffs her snout in a hot cuppa tea and pretends it was the steam that made her eyes leak*

#42
WebShaman

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Ooooo...dragon's tears! They are worth a fortune!

*eyes the teeth*

Well...maybe they should stay where they are...I can always come back later!

#43
Queensilverwing

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WebShaman wrote...

Ooooo...dragon's tears! They are worth a fortune!

*eyes the teeth*

Well...maybe they should stay where they are...I can always come back later!


*Grins*

Posted Image

*QSW by Dragarta*

Modifié par Queensilverwing, 25 septembre 2011 - 04:33 .


#44
WebShaman

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Can you like...do an after pic?

That would be great! Knight with Scones, sort of thing, hmmm?

#45
ffbj

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Yum! Coffee and dough-knights.

#46
Birdman076

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Looks like a Cream Puff to me.

#47
Queensilverwing

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*Roars with laughter*

|Sorry WB, that was a picture commissioned for me by a lovely fellow NWN'er.

Looks like a Cream Puff to me.


QSW likes those too Birdman076 ;)

To the original OP - sorry for going off the subject, back to favourite server features!

Custom portraits - I love if a PW has downloaded a bunch of custom portraits for players PC's to use - there are so many amazing portraits on the Vault that there really is no reason why a player base can't use them as well.