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Setting Information / Re: Current Map
« on: September 06, 2020, 09:31:21 am »Netheril Region
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What do you want to see in the Elves?
I need help ... I can use the current Nualla'n map and make changes or add an outpost closer to Conch or another option. I like to look at it soon, as I have almost done Conch.
I remember Sullivan's Post being a more darker land, with more evil aligned races stationed there. Which would probably make sense for the Elf's to have an outpost south of it, that protects the Eastern Forest from Orcan invaders. In my opinion, I think it would make so much sense to have the Tel'Quessir base stationed there, opposed to south of Conch. Thoughts? It would kind of act as a hub of travel for them as well. And a military stronghold to defend their borders.
1.pc scaling. Saw this on another server recently and it wowed me. Its a very nice touch and makes things much more immersive with everyone being different heights but in the size parameters of their races.
2. networked quest, quest inside of other quests, and quests where you find things to point you to other quests.
3. a show of Dm's thats important to me and I have not seen any as of yet but i have little time to play thus far and the server is doing a revamp so I hope to see some once the server is up an about again.
4. I'm not much on the crafting stuff I've been doing that RL for the last 30 years as a gunsmith. But its important.
QuoteI remember Sullivan's Post being a more darker land, with more evil aligned races stationed there. Which would probably make sense for the Elf's to have an outpost south of it, that protects the Eastern Forest from Orcan invaders. In my opinion, I think it would make so much sense to have the Tel'Quessir base stationed there, opposed to south of Conch. Thoughts? It would kind of act as a hub of travel for them as well. And a military stronghold to defend their borders.
yeah, I dont mind either way.
I remember Sullivan's Post being a more darker land, with more evil aligned races stationed there. Which would probably make sense for the Elf's to have an outpost south of it, that protects the Eastern Forest from Orcan invaders. In my opinion, I think it would make so much sense to have the Tel'Quessir base stationed there, opposed to south of Conch. Thoughts? It would kind of act as a hub of travel for them as well. And a military stronghold to defend their borders.
Hello everyone! Good to be back home.
My suggestion was already sent to Rainman in Discord regarding a civil war; which will shape the world politically and also cause unnatural things to happen everywhere. Suggestion lycanthropy, were-creatures and abhorrent monstrosities that make outside of the cities dangerous to travel at night.
The current issues is the Elves location, based on the new maps.
If Conth will be the main Human hub, I like Myconid Forest as a hub for the Wood Elves. Unless you have plans for Myconid, then the Eastern Forest might work. The problem is it is really far away, unless we decide to make Human and Elven factions in war then distance might be necessary. Thoughts?
Myconid Forest
This forest was named for the indigenous fungusmen who inhabited its depths. No animosity existed between this race and the Netherese, since the forest was not logged too severely and new trees were planted. The myconids knew the forest relied on its borders to maintain the humidity of its interior, which in turn the myconids relied on for their continued survival.
Rengarth raiding parties roam the southern Myconid Forest, slaying all not of their lineage they encountered. They would pay particular attention to the Last Hope Road and attack all that used it.
With quest rewards... money is nice, but it's not the only reward you can give, right?
Beginner quests could reward 3-5 healing pots, or if the quest had some monsters that used poison, why not give an Antidote as part of the reward? Healing kits are always nice, but there are lots of consumables that could be given as well: Barkskin, Mage Armor, Shield pots are useful to almost all characters in some fashion
For some of the longer mid-tier quests, perhaps give players a choice of one of the uniques that might or might not drop in the quest, so there is less incentive to just farm quests over and over every reset. Speaking of quests, there are a still some issues with parties trying to take the same quest together, or ending up in different instances of the quest. Very frustrating when grouping up is more trouble than it's worth.
I also suggest removing limitations from quests, and instead giving recommended level ranges. If you think that higher level players doing low level quests is a problem, you need to make appropriately-leveled content more rewarding than low level stuff.
Also... there's a big difference in character power based on builds, so a relatively lower level character with a good build could breeze through content that a poorly-built caster could.
Or even, characters might PURPOSELY build for other things than combat... they shouldn't lose access to content just for favoring a certain style of play.
What about the quests involving bees, wasps, beetles, goblins, myconids, spiders, undead, all of which can poison or disease you?
It's a very harsh design to have all of those things in the beginner quests, on all the random nook enemies in those quests
Coupled with the fact that enemies in general have very high AC values (even mook swarms) and that the poisons are mostly Str-draining types, it means fights take waaaaay longer
Maybe if quests had a bit more variety of enemies, it could lead to a richer experience
For example, take the poison of all the basic wasps in the infested house quest, but turn a couple of the enemy formations into slightly larger, palette-swapped versions that have more HP and chance to poison on hit
The queen already has a dangerous ranged attack that can stun- a great addition, by the way- and players quickly learn that she only uses it at range, making her a threat that needs to be dealt with.
But at higher levels, she could have a couple of those beefier wasps with her to complicate things a bit- or even another new enemy type, the Royal Guard.
They could have increased AC and Damage, but move a bit slower so that some clever playing ranged or caster characters could learn to evade them until the other wasps were dealt with.
Now doesn't that sound like fun to play?
This is just an off-the-cuff example of the kind of design elements that I excel in... if that's something you want.