Looking to make a quality PW.
#1
Posté 08 octobre 2013 - 07:47
#2
Posté 08 octobre 2013 - 08:19
#3
Posté 08 octobre 2013 - 09:02
(1) Do you have any examples of your work to share?
(2) Are you set on making a Forgotten Realms module?
#4
Posté 08 octobre 2013 - 09:13
#5
Posté 08 octobre 2013 - 09:19
#6
Posté 08 octobre 2013 - 09:48
Two off-the-top-of-my head pieces of building advice I was told once - avoid areas larger than 15x15 as they cause lag and be careful how many placeables you use as there is a set number (a few thousand) after which the mod starts either crashing or lagging badly.
Other concerns include hak compatibility (assuming you want to use other things than CEP) and the total number of haks you want players to have to download.
I might have a few idea bones to throw in your direction, so we can take this to private messages if you're interested. (Though you'd have to 'friend' me first *shakes fist at the daft 'no PMs rule' that the forums were recently saddled with*).
Modifié par KlatchainCoffee, 08 octobre 2013 - 09:59 .
#7
Posté 09 octobre 2013 - 03:00
1. Character levels and gold will be earned. You shouldn't gain 10 levels in a week and walk around with 500,000 gold pieces but if you actually make that, then fine. (mind you I haven't started yet, but I'm looking for builders and scripters). I'd like the server to max at levels 25-30 with plenty of content for levels 1-10 and the rest of them but mainly gear the PW toward the lower levels although I'd like to make enough high level material to keep the upper levels happy.
2. Lots of Boss Fights
3. Plenty of exploration using the whole Moonsea region including Phlan, Hillsfar, Zhentil Keep, the Quivering Forest, the grasslands outside of Phlan, Sorcerers Isle, and the Mountains to the north and northwest inhabited by a few dragons and their treasure hordes.
4. Forgotten Realms Deitys clerics can worship.
5. A history on where characters hail from in the realms (like say Cormanthor Forest, The Sword Coast, Amn, Phlan, the Vast) to get specific starting items. Each class will start off with a certain amount of gold as well, not the default 50 gold pieces, 3 potions of cure lights, a torch, and a shortsword and a dagger. And not 1000 gold pices each. Fighters will start with about 450 gp, wizards about 280, exct...
6. At lower levels Goblins and Kobolds will yield about 7 xp's per kill, Orcs about 12, exct to make a slower, more challenging experience. The higher levels you gain, the less you'll get but there should be plenty of challenging caves, ruins, and dungeons to explore and gain experience.
7. Role-play would be welcome but not required though Experience points would be awarded through good RP when (and if I could recruit a few Dungeon Masters) a DM is watching.
8. Plenty of custom loot and Miscellaneous Magic.
9. Persistent Storage.
Now I've built for two other servers in the past and I don't have any administrative experience, but I'm loaded with time and I have that WorldBuilder Guide so I'm not really worried about making areas but I could use help from a few knowledgeable people like I said before in my previous post. If anyone is interested please reply...Kellendor.
#8
Posté 09 octobre 2013 - 04:30
Kellendor wrote...
6. At lower levels Goblins and Kobolds will yield about 7 xp's per kill, Orcs about 12, exct to make a slower, more challenging experience.
Out of curiosity, do you see a distinction between challenge and time invested? I've played on some servers and modules where you got 7-12 XP per kill and they were mind-numbingly easy. In other words, if it's easy to farm 7 XP goblins for an hour, it's easy to farm 7 XP goblins for five hours.
Modifié par MagicalMaster, 09 octobre 2013 - 04:34 .
#9
Posté 09 octobre 2013 - 05:50
#10
Posté 09 octobre 2013 - 07:11
Kellendor wrote...
Well I want to use spellcasting goblins and kobolds, and elites and that sort of thing, and the PW will be HCR lite. Have you ever played the module Pool of Radiance? That's where I'm coming from. Certain lower HD creatures using acid or piercing arrows and kobold and goblin Shamans and things like that.
Haven't, but I'm still confused what the above paragraph has to do with how much experience they give. Should be the same challenge whether they give 7 or 14 or 70 or 140 experience each, no? I mean, feel free to ignore my questions if you want, just trying to figure out your thoughts on game design.
Kellendor wrote...
But as you go up in level you'll get less experience for creatures like goblins, kobolds, and orcs.
Isn't that how all XP systems work?
#11
Posté 09 octobre 2013 - 07:43
#12
Posté 09 octobre 2013 - 09:37
#13
Posté 09 octobre 2013 - 10:25
Kellendor wrote...
I didn't mean to ignore your question Magical Master...I don't think I understood your question.
I didn't mean you HAD ignored it, I meant that if you don't want to have a discussion like this in the middle of your thread, I understand.
And what I mean is that challenging is very different from giving low XP. I could create a world where a good player could hit level 40 in 30 minutes and a bad player could never get past level 1. It would be extremely challenging -- but leveling would also be extremely fast for good players.
On the flip side, making people grind 7 XP goblins for 10 hours instead of 30 minutes to gain 1 level doesn't make leveling any more challenging, it just makes it take longer and makes it more tedious. Do you see what I mean?





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