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Modifié par CaveGnome, 26 septembre 2013 - 06:08 .
Modifié par CaveGnome, 26 septembre 2013 - 06:08 .
Could you point me to somewhere explaining this bug? Googling "light bug nwn1" turned up lots of thing, but none seemed especially relevant.CaveGnome wrote...
- experimental lighting system: i tried to make some manual PC controled lights and a automatic daylight system in the trading post. This is experimental, as the infamous Bioware light bug sometimes rears his head, but most of the time, it works.
Modifié par rogueknight333, 03 octobre 2013 - 06:38 .
Modifié par MagicalMaster, 03 octobre 2013 - 09:33 .
Modifié par CaveGnome, 09 octobre 2013 - 12:00 .
Modifié par CaveGnome, 12 octobre 2013 - 11:27 .
This is always a sticky wicket as far as balancing goes. Speaking as someone who absolutely loathes being strapped with the game's default run speed, it comes down to the +AC and extra APR w/full AB and/or spells per round. In balancing, the speed only moderately impacts the balance, but the other non-dispellable properties are significant. Permahaste, if available in the module, is always the first item targeted for acquisition by a player."2) Boots that provide Haste represent a massive increase in character power, especially for the low level PCs for which this module is designed. I can understand that with all the traveling a character is expected to do that there is a reason to provide a boost to speed, but such an over-powered item risks completely breaking the combat balance. Combat was at a reasonably challenging level before identifying those boots, but mostly quite easy afterwards."
CaveGnome wrote...
- You are right. I will reconsider the boots affair... Perhaps boots with a limited haste spell (using charges) will be better balanced, as they need to be activated and you have to spend wisely the charges. In this case, do you think, it will be a good idea to add a way of recharging exhausted boots (native chaman, magic battery, etc.) ? On the other side, my future long term plans for this module are to push the PC to make deep travels in the forest farther than Ka land's to hunt exotic beasts and i fear boring travel times.
CaveGnome wrote...
- Yes, it is intentional...My idea is for the player to try to reach the native encampment without compass one or two times at first...that will teach him some respect for the huge wild outside and reinforce that "last human civilised refuge" feeling i intend to tie to the trading post...
CaveGnome wrote...
Perhaps boots with a limited haste spell (using charges) will be better balanced, as they need to be activated and you have to spend wisely the charges...
CaveGnome wrote...
...Don't forget this is a module where you can freely navigate around and enter the area of your choice from the orientation (North, South...) you like AND at the exact place you like (proportional to the entry point in the "move to area" Trigger). What i am trying to say is that you can easily bypass dangerous parts of an area and enter unnoticed throu the benign parts (stealth helps but is not required if you play it right). Fights are not compulsory to finish the game...
CaveGnome wrote...
- Yes, there are a few search checks, but as there is no limit to the number of check try (i twisted AD&D rules a little here, it can be done by anybody even without search points...
rogueknight333 wrote...
I think this would accomplish the exact opposite of what you want. With limited charges, players would save their haste spells for combat, where it is really needed, and avoid wasting them for routine travel (or at least that is what I would do). A better plan would be to provide an item with numerous casts of Expeditious Retreat (as HipMaestro suggests) or a custom scripted power increasing movement speed semi-permanently but not providing the other benefits of Haste. In this short module, I actually do not think there is a really pressing need for a speed boost, since though a player could choose to push very deep into the forest there is no real necessity for him to do so. If indeed you are planning to expand this into a much larger module at some point though it might become more of an issue.
CaveGnome wrote...
...What i am trying to say is that you can easily bypass dangerous parts of an area and enter unnoticed throu the benign parts...rogueknight333 wrote...
True enough, but this still leaves a problem in that I do not see how a player is supposed to know, in advance, what part of an area he can safely enter, unless you expect them to just reload if they come in at an unfortunate point. Perhaps along with the information provided by Thomas and Chellec about where to find certain areas you could also include some hints about the precise direction from which it is best to enter those areas.
CaveGnome wrote...
Yes, there are a few search checks, but as there is no limit to the number of check try, it can be done by anybody even without search points...rogueknight333 wrote...
That should work then, although there is one potential problem in that an impatient player with a low search skill might just assume nothing is happening and that he has run into a bug or something. It might be good to make the player's journal (or something) clearly communicate that he may need to spend a certain amount of time searching around.
Modifié par CaveGnome, 09 octobre 2013 - 02:51 .
CaveGnome wrote...
I know the ideal case is finishing a game in one go without dying, but practically, computer RPGs (and NWN modules rarely except this rule) have a bad player survival rate the first time you discover major new threats. They tend to push the "save/reload, learn by dying" thingy. Where a real DM could mend some flagrant broken luck or improvise something to cushion initial contact, computers will mercylessly kill players. It's sad to say, in a fight using RPG game, if you don't die a couple of times, the game is generally too easy and boring (for fight lovers that isTo summarize: I think the player has already a lot of information at his disposal and don't want spoiling too much the final act, but i will try to give something to protect players from the undead.
MagicalMaster wrote...
The important thing is that the death should feel fair. Surprising a player with something they had no reasonable way to predict just seems like a "HA! Gotcha!" moment. As the player, you should feel you died because you did something wrong and you have some ideas on what to fix (or you have an idea of how to discover what to fix).
I mean, you could put a trap on the left side of the bridge that instantly kills players and can't be detected. They'd probably figure out they need to stay on the right but they have no reason to suspect that would be the case and no indication given besides simply dying.
Modifié par CaveGnome, 12 octobre 2013 - 11:17 .