• Reopening NPC merchant buying price

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    EchoE

    Max buying price has been slightly elevated.

  • Historic district needs a redo.

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    EchoE

    Zolm this is for suggestions, not criticism.
    Saying "It looks like a bunch of buildings slapped together with no cohesive thought for city layout design" is just being insulting. You made your suggestion in the first post. No need to get nasty about it. And you were told it is a low priority at the moment. Please consider your words before you post. I'm going to lock this thread now that your point, and our point, has been made.

  • My response to "Every area needs a quest" mentality

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    PuffyP

    It's an aim, not a priority or anything. :) We don't fret over an area missing a quest, it's just a goal the team has.

  • Crafting - Lower weight

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    EchoE

    Weight reduction implemented.

  • Young Allosaurus summon

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    EchoE

    increased claw and bite damage; increased str
    v6706

  • Deinonychus size reduction

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    EchoE

    fdbe5b08-3bce-4e84-8894-e2fe8ed2652d-image.png
    Better?

  • Lower the appearance of snakes

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    EchoE

    This has been implemented.

  • Node minimum spawns

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    EchoE

    Ok spawning % for gems is now 98%, with 30% chance that the node will break. I had over-adjusted and someone got 28 topaz from a single node and that was bad!

    Clay and sand % are 100% with 25% chance of running out.

  • [Crafting] Fishing changes

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    EchoE

    Fishmonger in Immersea now has "Bucket o' Bait" for 45g for testing purposes

  • Bring back charity chest

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    EchoE

    No. Charity chest was abused daily.
    If you dont want it, dont pick it up. If you want to dump items, use the Trash Barrels.

  • Heroic Plumbers

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  • Sticky quest

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    PuffyP

    @Sljppers said in Heroic Plumbers quest:

    @Tempest-Rose

    It seems like you're referencing Sticky Situation. Heroic Plumbers is in Falcon's Rest, Arabel; and it has its own (likely way more egregious) design problems.

    Heroic Plumbers is way over-tuned with regard to risk versus reward, though. It seems to use a generic low level loot table and is a fair bit longer and circuitous.
    The monsters are all ochre jellies with damage immunity to physical, as well as acid damage. The jellies grant 3xp at level four, with around 30(?) HP each +5 ab and deal between 5 and 10 damage a hit. They spawn in groups of 1 and 3, with a bit more going on at the end.

    It's a lot more similar to the old Myron's quest than an entry level quest, but the rewards are definitely not commensurate for its design. The quest itself is a slog of attrition for any players running it, and though there are many loot nodes, the best loot in the quest is a CLW wand amongst literal trash, and the gold and xp reward is 150/150 like similar (Much less unrewarding) quests in the level band.

    I actually think Heroic Plumbers would be a good candidate for an expanded level range as it currently stands, have it's loot table looked at, or have the monsters within tuned a bit lower or varied from just the jellies.

    Please post this on a separate thread for sanity

  • Forest Walk loot

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  • Tailoring Models price

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    Vrugor the GreatV

    @Tempest-Rose

    It is expensive. Spent 3K on some nice looking iron full plate armour. Simply halving costs would be reasonable I think.

  • Companion quest

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    SpiffyMeisterS

    I can work on a druid quest of this nature, yes.

    As for the familiar one, sadly- it isn't possible at this time.

  • Bar npcs

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    StrawManS

    @Puffy @SpiffyMeister

    They do, but they need to be updated again...

  • Quest reward branch off from Walrus' thread

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    HellzYeahH

    More and more I am coming around to the idea that we don't need an xp penalty anymore, or at least if we do it should be drastically reduced.

    We have a hard cap and a very limited level range to play with, and I think that it would be better while we have a limited pool to design around new concepts that are inclusive rather than exclusive.

    Redesigning quest design so that they can be done with the entire level range in mind is pretty easy I think, and ends up looking like this:

    alt text

    Being able to set your own difficulty scale (Taking on challenges that are more difficult for greater reward, or lesser challenges for less reward) is massively rewarding from a player's standpoint.

    What this does as well is allow you to scale rewards. No longer are low levels strictly the best source of resources, because the content also carries over to other tiers of power. When advancing, you only ever increase the amount you receive by doing a quest using this system. In addition, you have the ability to scale up each quest giving you more space to expand the story and scope of each quest thus making it much more satisfying for players that eventually complete the quests totally.

    With the limited level range I genuinely think this is a VERY good design choice. We have the opportunity while content is at a low to start redesigning our content to fit a mold that is more inclusive. We have to face the reality that we're a low population server and that creating content that anyone can participate in (but not necessarily complete) is a better design option than what we've been basing our systems on from days of 55/55.

  • Quest: Downtown (Historic District)

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  • Trees - giant select radius of doom

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    EchoE

    Short term client side fix found!! Thanks to Laputian Bird on the NWNX Discord!

    CTRL + SHIFT + F12 In game Turn off graphics glow
    3679ff24-fb79-4d83-b361-dee1d46fd3e1-image.png

  • Quest: Infested House (Pixie quest in Historic district)

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