• 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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  • Make it possible to smith without martial weapons

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    EchoE

    Added Smith's Mallett v6680

  • On Druids

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    Tempest RoseT

    Since non-druids can join the Wildwalkers with an application a bedroll probably wouldn't be bad to have in there anyway. Wouldn't be a big impact for rangers, but nature priests are a thing too.

  • remove tailor models

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    SpiffyMeisterS

    Locking topic due to extreme :salt:

  • Quest ranges

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    PuffyP

    Sounds like a fun idea for quests where it makes sense, we have had similar set ups in the past and I know it is planned for Ants. But, right now there are other things which are more prioritized, however so most likely wont happen in the near future. :) Feel free to post some Quest suggestions where these kind of set ups would work.

  • Bread is boring, make it do something!

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  • ogre quest super brutal

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    SpiffyMeisterS

    It's not really meant to be duoed, and given how the nwn toolset scales things...

    Nope.

  • Lower the Server Item Magic Level and other misc suggestions

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    ZolmZ

    @DarkDecay said in Lower the Server Item Magic Level and other misc suggestions:

    I think we have gone a bit too high of item magic level for the server's current intent. As of right now it takes about 3 days to get some very potent loot and we give out even more powerful loot quite frequently. I would recommend the following:

    Reduce the power level of entry-level faction gear. Remove the +1 universal AC from rank 2 faction items and lower the +2 vs specific to a +1 vs specific. The Tier 2 faction gear should be the first to get +1 universal and +2 specific.

    Whilst I agree somewhat what my concern here is that people will just customize their fav armour to look like faction gear and just wear that instead.

    Keep full-plate out of the general marketplace

    Acceptable

    Change up armor crafting a bit. As of now you can skip to crafting iron which gives you +1 AC armor items. The old crafting system pretty much required you to be able to craft the first material before you could even move on to the second. Armor smiths have been able to skip copper and bronze and jump straight to Iron fullplate. It should take approximately as long to get +1 gear from crafting as it would to get it from serving a faction.

    To get +1 gear means being in a faction for up to five days as rank 2 is easily obtainable with a little effort, rethink this point for a bit.

    Weapon smithing seems to be balanced but exceptionally hard. I've fudged up a ton of basic level 1 equipment to my ultimate frustration. +1 acid damage would be nice except it's pretty much a garbage benefit for the amount of work it takes the way the spawns in the server are. Would recommend adding additional damage and attack vs specific enemies for each tier geared mainly towards the most common enemy of each quest level.

    Asking for clarification;

    You want weapon smithing to have weapons tiered to specified quest enemies?

    Look at re-ballancing the level 7 and up quests for the average player to complete without having the local powerhouse player in their party. The powerhouses will always murder everything but they also usually push most of the plots and create fun. Let them steamroll stuff and gather supplies but just make them have more responsibility for using said supplies, gold, and power to increase fun for the rest of the player base.

    I have only seen Mortui have a massive inventory but he robbed people so he has the gold. I have never seen these ghost boogeyman mass consumable hoarders in my entire life. Therefor I have against or for this suggestion.

    Overlap the quest tiers a bit more. As of right now if you are under level 7, you are pretty much trapped in lowbie zone. If you are level 7, you can't do anything unless several people level 8+ are logged in. Have some quests be 4-7 or 4-8 as previous versions were so more new players can interact with higher level characters without a DM needing to be on.

    Please dear god YES

    There needs to be more to do when there are only 2 or 3 people online that are mixed levels. Exploration to anywhere outside the main hubs is deadly without an optimized party. Maybe we need to open up quest levels a bit and just kill XP after a certain level? Maybe a level 8 can go on a quest with a level 5 but get no XP? Just hard when our max player counts are between 5 on average and 15 or less during events.

    To go on a quest that already cost more then they give and not gain experience is not going to give higher level players incentive to aid lower ranking players. Quests currently are not being done simply because almost none of them are worth doing because a phantom group of players have apparently millions of gold pieces.

    Currently the biggest enemy of exploration is gold. Consumables have to be used constantly because of the enormous frequency of poison and disease using mobs making Exploration fall in the category of So-Not-worth-It. You are literally Punishing exploration. Snakes and other mobs spawn with such frequency that I am down right just frustrated and don't explore anymore because of it.

  • Lesser Firestorm

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    Tempest RoseT

    Before anyone takes me seriously that was a joke. It's still not even worth being 0 circle. Every other cantrip is overwhelmingly better especially since druids don't have any unlimited cantrips like other spellcaster classes. I think these are great suggestions. Alternatively just trash the lesser firestorm gimmick and drop it to third circle ranged. Some kind of call lightning equivalent, essentially, but fire. Do the effect and the visual but make it a long range. Like you are raining a storm of fire down on an area. Druid version of a fireball, which is fitting for a 4th circle spell doing the same thing everyone else does as a 3rd circle spell but worse, in typical druid fashion /sarcasm.

    Or if we're keeping it a lesser firestorm make it firestorm, but lesser. Just take the firestorm spell, change the name (or keep it, it doesn't matter), and make it third circle spell slot. What you will get is an aoe evocation with a burst radius comparable to Call Lightning, except with the negative penalty of it being focused on the caster, so the caster is in clear and present harms way. Although it also does two saving throws instead of one... so it's still worse than just using call lightning, but it's cool. Also if you absorb half the damage from resistance potion or just partial immunity or Evasion the divine damage doesn't even happen, no saving throw, do not pass go... okay third circle is really high for how bad this is in lower level setting. This spell only works in high levels when you can abuse its lack of damage cap for DC 48 reflex save 57d6 bursts.

    I dunno if COA has custom scripts for party damage but I tested normal firestorm on a hardcore setting server and it didn't harm my animal companion party member, so theoretically just making it a third circle spell would make it usable. Level is hard capped at level 10 anyway so it's not going above 10d6 damage.

  • Smith shop in Hillmarch - source of coal

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    ZolmZ

    That works too

  • Redesign Redcaps

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    EchoE

    Redcap redesigned v6663