Netheril : Age of Magic

Player Forums => General Discussion => Topic started by: Rainman on April 25, 2020, 11:44:23 pm

Title: Step into the Future - Questions and Suggestions
Post by: Rainman on April 25, 2020, 11:44:23 pm
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Though things are currently a little quiet on NAoM in terms of major plots, we are pleased to see some player-driven things happening and the DM Team is always happy to support players in these endeavours. In the meantime, the team is working on some things behind the scenes. So exciting times with the team deciding that we are going to be doing a Version Two. These include major changes to maps, NPCs, merchants, crafting, new systems, and the setting itself. These are all works in progress and we do not want to roll things out until they are working properly. Furthermore, we are always taking note of suggestions made on Discord and encourage players to offer their ideas of what they want to see on our server. So keep a watch out for teasers along the way.

Netheril DM Team

Thought I start this for the community ... but all we ask is it is kept positive ... and then we can try to answer your question and take on board your thoughts. Of course we might need to keep some secrets
Title: Re: Step into the Future - Questions and Suggestions
Post by: Vydaera on April 26, 2020, 04:31:13 am
First question: Crafting. Are you guys scrapping UO Abigail's system in favor of another one, or trying to fix/rebalance the existing one?
Title: Re: Step into the Future - Questions and Suggestions
Post by: ElvenStarr on April 26, 2020, 04:39:57 am
We are looking to implement a new system if we can find one that is more streamlined and intutive for players.
Title: Re: Step into the Future - Questions and Suggestions
Post by: Vydaera on April 26, 2020, 05:05:01 am
Cool beans! What are the top 3 things you want your crafting system to accomplish?
Title: Re: Step into the Future - Questions and Suggestions
Post by: ElvenStarr on April 27, 2020, 02:08:32 am
I think what we want is for the crafting system to be easy to use but not too simple as we still want it to be rewarding for players. Don't think everybody should be a master crafter in each craft. So becoming a master crafter should be an accomplishment and someone that other players would want to seek out.

The current system is very intensive and intertwined with many components that need to be fixed so we need to find something that will still give players a sense of accomplishment but at the same time having it fun and enjoyable.

Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on May 02, 2020, 10:23:39 am
Nothing else? we are starting to lock things down re Lore and systems.

I like to give you more but it will be all a surprise.

Some of you would have seen the new Invasion system working in game at the moment.

What would you like to see?
Title: Re: Step into the Future - Questions and Suggestions
Post by: frohawk on May 04, 2020, 08:14:55 pm
I know the idea of an endless dungeon has been passed around a lot. I still really like the idea and I am wondering if the invasion system is supposed to be NAoM's twist on it.

Title: Re: Step into the Future - Questions and Suggestions
Post by: No one of consequence on May 04, 2020, 09:19:12 pm
Some things I would like to see and some things I would not.
1) Few or no instanced dungeons. While this is a decent work-around on an overpopulated server where players are forced to compete for resources, it denies characters the chance to encounter each other while adventuring and make alliances/enemies. It also breaks immersion to not be able to enter an area for some vague reason.
2) Crafting. The payoff must be worth the time investment. It doesn't matter much if crafting produces end-game quality gear or just stuff to get a starting adventurer equipped, as long as it is worth the time it takes to get the materials and craft them into goods.
3) Applications. I don't like them. Not for classes, not for races. If the team doesn't like what a player is doing with a character, handle it after they have done it. Ban them. Give them stat decreases until they stop or quit. Whatever. Applications only create a sense of cronyism.
4) Clear guidelines on expectations of character behavior. By this I mean easily accessible information on the setting and how a character should behave within it. How character mechanical death should be handled. Social standing and it's benefits/responsibilities, etc.
Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on May 05, 2020, 07:48:25 am
I know the idea of an endless dungeon has been passed around a lot. I still really like the idea and I am wondering if the invasion system is supposed to be NAoM's twist on it.

I have been working on 'The Hollows', which is a dungeon that doesn't require a quest and gets hard as you go down in levels. I have done two thus far and about 80% for the third one. It has skill checks, loot and different monster as you go along. We had some issues with the skill checks but I think that was fixed.

Re Invasion system, I have done a quest called 'Pied Piper' to test the system in a quest setup. Still currently in development but is in game being tested.
Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on May 05, 2020, 09:34:01 am
Some things I would like to see and some things I would not.
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1) Few or no instanced dungeons. While this is a decent work-around on an overpopulated server where players are forced to compete for resources, it denies characters the chance to encounter each other while adventuring and make alliances/enemies. It also breaks immersion to not be able to enter an area for some vague reason.

I don't see a change in the quest system, we have been and will moving forward have more exploration area. The quests are there to grow characters and set challenges that the character could complete and in some cases showcase or provide information on the server by moving the character area the different areas. I hope on am read your feedback right.

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2) Crafting. The payoff must be worth the time investment. It doesn't matter much if crafting produces end-game quality gear or just stuff to get a starting adventurer equipped, as long as it is worth the time it takes to get the materials and craft them into goods.

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3) Applications. I don't like them. Not for classes, not for races. If the team doesn't like what a player is doing with a character, handle it after they have done it. Ban them. Give them stat decreases until they stop or quit. Whatever. Applications only create a sense of cronyism.

There is a change in the Crafting system we will be using, though the current system is great it was unfinished and complicated with some crafting areas having little or no benefits to the character.

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4) Clear guidelines on expectations of character behavior. By this I mean easily accessible information on the setting and how a character should behave within it. How character mechanical death should be handled. Social standing and it's benefits/responsibilities, etc.

I believe we have this in place via the forums but if it needs to be more clear/updated and in one place we can do such.

Hope that helps
Title: Re: Step into the Future - Questions and Suggestions
Post by: SteelsSweets on May 05, 2020, 02:57:30 pm
Suggestions:

Wings/Tails
https://neverwintervault.org/project/nwn1/hakpak/combined/universal-wingstails (https://neverwintervault.org/project/nwn1/hakpak/combined/universal-wingstails)
https://www.nexusmods.com/neverwinter/mods/140 (https://www.nexusmods.com/neverwinter/mods/140)

Wizard Hats
https://www.nexusmods.com/neverwinter/mods/93 (https://www.nexusmods.com/neverwinter/mods/93)

Dark Fire
https://www.nexusmods.com/neverwinter/mods/83 (https://www.nexusmods.com/neverwinter/mods/83)

Heads
https://neverwintervault.org/project/nwn1/hakpak/combined/all-heads-and-then-some-females (https://neverwintervault.org/project/nwn1/hakpak/combined/all-heads-and-then-some-females)
Title: Re: Step into the Future - Questions and Suggestions
Post by: ToxicWrench on May 06, 2020, 08:42:42 am
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If the team doesn't like what a player is doing with a character, handle it after they have done it. Ban them
.

The issue with this is, we're not always around to watch players and without apps we have no idea who's playing what.

It also puts us in a very difficult situation in game where instead of running cool events and plots with our game time, we're stuck explaining to players why they can't/shouldn't be playing said race/class etc the way they are.

As for banning that is a complete last resort for players that actively harm the community, not just people that don't understand the rules.

Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on May 26, 2020, 07:20:36 am
Just an Update ...

We have been hard at work on the new version ...

*  A new town added, as the starting point
*  Good amount of work made on the surrounding areas of the new town
*  Hadrian remains, changed and updated
*  Some areas east of Hadrian and the Eastern Forest will not be in the new version
*  Sullivan has been updated
*  Something interesting has happen to the the plains near the Patrician Peaks
*  Loot has been worked on with a new Treasure system, but is on going
*  New systems to be added ( some you might have seen testing in game )


Things still on the boards ...

* Crafting
* Monster balancing
* New start up quests
* Some interior and exterior areas around the new town

I am sure I have missed stuff but this is a general overview
Thanks for your patience
Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on May 26, 2020, 09:39:44 am
Forgot that we will have an overlay on the old City Exterior tileset that I understand will make it look rustic ... refreshing the tileset with new cobble stones as well. This will be used in the new town, giving a point of difference to Hadrain's look.

Gmork will have more details
Title: Re: Step into the Future - Questions and Suggestions
Post by: Vydaera on July 01, 2020, 05:33:08 pm
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.
Title: Re: Step into the Future - Questions and Suggestions
Post by: Vydaera on July 01, 2020, 05:45:54 pm
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.
Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on July 02, 2020, 07:07:13 am
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.

We will be reviewing most if not all quests, as Hadrian will not be the hub. Also we need to take in the fact that the level range is increasing, so we will need to cover the full range of levels. Re the Bee quest we can review and move it to Conch with the changes you have made ... as an example of what we will be doing very soon. Happy for more ideas for changes to quest and new ideas. Something new is the Invasion quests that you might have heard about.
Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on July 02, 2020, 07:13:49 am
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.

We have been talking about having a minimum level for quests, so we dont have a 5th level on a quest designed for 10 and above. This can be an issue for new players that dont know the quest and can turn them away after dying many times. On the other end we have been thinking of having open ended level ( no cap ), this comes with risk re balancing issues of the quest but something we are working.
Title: Re: Step into the Future - Questions and Suggestions
Post by: Noldar Bladeborne on July 03, 2020, 03:45:30 am
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?
Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on July 03, 2020, 10:45:37 pm
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?

This is the current information we are basing our outlook on the Myconid Forest area ...

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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.

The Eastern Forest is the current location of the elven town of Nualla'n, which is located a little more deeper into the Eastern Forest ( on the current mod map ).

This is a larger map we current use ...

(https://i.gyazo.com/ae43a90dba227dcf3718e0b4594c91d4.jpg)

Since the town of Conch is a boarder town of the Netherese, maybe there is an elven outpost to the south of Conch on the Pommel Estuary? ( refer to the front map of the post ) or a location to the south of Sullivan's ?
Title: Re: Step into the Future - Questions and Suggestions
Post by: Noldar Bladeborne on July 04, 2020, 02:04:07 am
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?

This is the current information we are basing our outlook on the Myconid Forest area ...

Quote
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.

The Eastern Forest is the current location of the elven town of Nualla'n, which is located a little more deeper into the Eastern Forest ( on the current mod map ).

This is a larger map we current use ...

(https://i.gyazo.com/ae43a90dba227dcf3718e0b4594c91d4.jpg)

Since the town of Conch is a boarder town of the Netherese, maybe there is an elven outpost to the south of Conch on the Pommel Estuary? ( refer to the front map of the post ) or a location to the south of Sullivan's ?

Very nice! I see Nualla'n now, which is a realm dear to my heart. Thanks for pointing this out.

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.
Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on July 04, 2020, 02:57:57 am
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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.

yeah, I dont mind either way.
Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on July 04, 2020, 03:03:27 am
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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.

yeah, I dont mind either way.

From a building point of view, maybe Nualla'n has grown like other towns/cities in the region and we can update the existing town to be the outpost now. Maybe name Nualla'n Outpost? Never good with names LOL
Title: Re: Step into the Future - Questions and Suggestions
Post by: Noldar Bladeborne on July 04, 2020, 10:30:26 am
What about Nualla'n Capital? Sometimes simple is good. It will act as the main city of the Tel'Quessir.
Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on July 09, 2020, 07:17:11 am
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.

Title: Re: Step into the Future - Questions and Suggestions
Post by: Winterhawk99 on July 16, 2020, 10:29:04 pm
I think for suggestions there are a couple I would like to see.

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.

That's all can think of on the spot.
Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on July 17, 2020, 07:22:55 am
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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.

We can do this now. Not sure if we are going to have this open to PC's or stay as an application option. Would need to check if we could add such to the Body models but it would need some max and mins.

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2. networked quest, quest inside of other quests, and quests where you find things to point you to other quests.

I have done this in the past but with not a great response from the community, but we can give it another go.

Quote
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.

Happy to chat anytime :)

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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.

We are working on and have plans for a new crafting and treasure system.
Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on July 17, 2020, 07:25:38 am
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.

Quote
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.

We are having a time jump, so things in the region will and might have changed. I am thinking more of an Outpost idea on the edge of the Eastern Forest. I cant see anywhere else we could place them in the map.

Thoughts?
Title: Re: Step into the Future - Questions and Suggestions
Post by: Solomon on July 18, 2020, 03:40:49 pm
      If there is a time jump, I'd imagine we'd see some updates in layout, some expansion (or destruction, reduction, etc.) depending on how successful a faction/city has been during that lapse. And it might be a fine way to introduce new ruling NPCs such as the Sullivan, mayor, etc. A new revamping of existing places will, even if on a small scale, bring that new server smell that folks like.

      My following suggestion is hardly tied to the looks and themes and direction of the new server and is instead meant to encourage more administrative things. Our little server here has had a number of Grand Exodus'es in it's time. People have made stances and statements and left in droves until the server had a handful of active players, a handful of DMs, and not really much to do as the content was designed with group play in mind. The suggestion, then, is for the DMs to be more actively engaged with the player base and for the players to have a place in which they can give feedback on their experiences and have a dialogue in which those experiences can be seen, addressed, and effectively alter the server for the better. It will require more work with an active and public changelog, it will be a hassle to keep up with everyone's whining and complaining about something that someone made and is very likely proud of and will be hurt that it isn't enjoyed. It's the hard part of running a Persistent World instead of a social RP hub.

      I have seen that there's an effort to bolster DM numbers and engagement. There have been drives to corral new players into the lobby and waiting room of this revamped server. It's nice and it's refreshing. Good job on that! If it goes well and launch is relatively stable, I'd even throw in to try and get some more advertising so that when fringe folks fall off, we've still got a glut of players here who can do the real hard work of entertaining each other between events and server story ongoings. Sure would be nice to hop in and see someone else running around!

      Factions are always a point of contention. There has to be DM involvement to make joining a faction worth while in the long term, and it needs to be more than mechanically rewarding. Roleplayers already have a habit to form subgroups and pockets and cliques. We like to write with people who fit well with our own writing styles, we like to play with people who play at the same time, and we like to chase themes with people going after similar themes and goals. Given that this place is something of a frontier in design (and assuming it still will be), I'd suggest letting factions be some sort of overarching metaplot interaction option while encouraging player posses and smaller groups to have the ability to hunt down their own shared goals in a more minor aspect of the story. Everyone wants to have an impact. Everyone wants to leave their mark in some form or fashion, even if it is just in the memories of the other players. And by encouraging the existing nature of cliques and small groups that happen within larger groups, you can have events tailored to a specific theme with a manageable number of players and those players are already engaged and interested in the content of the event as it is made for them. Trying to force everyone to get along and to roleplay and write at different levels usually just causes schisms anyhow.

      Monster Races. Whew. Talk about a tough thing. The implementation of the last version of monsters was... interesting. Had there been enough engagement and DM driven activity for the monsters to enjoy being more than vaguely stronger mechanically in some cases, I suspect they would have been played a bit more and for longer periods. I personally think that, if they are even going to be an option to choose (and you know that I would choose them), they need to have something happening. And it's going to involve even more of the DM teams time and effort for a more niche subgroup of the server. So, unless a DM group is willing to tackle being almost entirely monster focused, I think they should be swept aside as NPCs and the previously monster centric area be transitioned to an evil-centric area. This way, there's no alienation, no sort of limitation, and no need for DMs to thin themselves even further. Focus on what gets players active and involved. If monster race options aren't it, even more reason to trim the fat in favor of building better flavor elsewhere.

      A server wiki would be amazing. That's the sort of thing that helps people see what options there are mechanically, it gives an overview of the server, a place to put maps and guides, and it encourages people to jump in and help on the editing. But this would have to be started by DMs and it would mean constantly having a changelog that is up to date, accurate, and is in essence a living document. For a wiki to work, we need transparency and documentation on mechanical changes as well as area overviews. It's an undertaking and is not exactly exciting or flashy, but it means people can poke the wiki, theory craft a build that matches what they want to do at whatever level they want to be, and nobody is surprised by changes that ruin their plans.

      One aspect that every server has to deal with is economy. While the design of an economy by someone who isn't both a learned economist and a seasoned persistent world player is incredibly difficult to bail down, I think utilizing player feedback and suggestions should help pretty well. People like banks, it seems, but are split on things such as coin weight, expected prices, etc. For the purely player-driven, I can suggest at least one thing: legacy items. When adjusting the level of power, price, and utility of items, some will eventually be found to be too powerful or outside of the theme. In that case, it would be best to remove it from the loot tables but leave the existing items in the hands of players. They will either trade/sell them around and keep money flowing until the items are nabbed up by collectors or until they get lost with the death of a PC/leaving of a player. But this also needs to be bolstered by rotating in new items as well. They don't all have to be massively powerful, and they don't even have to be good. Cursed items that don't really do anything catch the eyes of people who like them and they'll pay good money to collect them. It can even be a story point for them. Weak items and one-off consumables and all of that can get used. Then, everyone in a while, try to assess the items least used/owned/purchased and phase them out, too. Keeps the stores clean, it focuses on what players actually enjoy, and it can even by a seasonal or cyclical thing wherein people will actively want to participate in various quests, events, etc. just to get what could become a collectible/legacy item that they can sell for big money.

      Lastly, honestly, this one kind of is a tiny bit of an attack. But hopefully one that encourages togetherness against a united enemy. Don't let people get bored. Don't ignore criticism. Don't try to sweep the people who leave and their reasoning for doing so under a rug. If people are complaining and their complaints aren't addressed and taken care of, eventually they will leave. If people see that the administration does not address or fix complaints and people leave because of it, they'll leave under the assumption that their own problems will not be addressed or fixed. And then you create the ever popular Death Spiral. Trying something new, inventive, and important leads to failure. So fail up. Learn from the mistakes of the past to make today better. Learn from today's mistakes and make tomorrow better. And learn from tomorrow's mistakes and make the day after better. It goes on. You will get egg on your face, you will get called out for bad behaviour, for bad design, for accidents and typos, for player preference, for sneezing with your shirt halfway on. If you can address those complaints (even if it's just a "This [problem] is not seen as a problem by the Dev team and was implemented with a purpose." Or "There is a solution, but it may be difficult to do and we are focusing on other, more critical problems at this time. We have added it to our public to-do list as 'Eventually.'" Or "Oh, shit. Sorry. I made a mistake in editing a file. That will get fixed with the next update and thanks for catching it!"), the player base will be more happy, more trusting, and more willing to give both leeway and feedback. And more feedback that is utilized and more trust from the players means that when a problem strikes, folks don't leave all at once but stick it out in hopes and expectations that a solution will be made and implemented.

      I am certain there are a great many more opinions and suggestions I can give and I will do my best to give them. But I do think tackling the systemic issues and flaws will help build a stronger foundation for the server to be built upon.
Title: Re: Step into the Future - Questions and Suggestions
Post by: SteelsSweets on July 18, 2020, 04:23:24 pm
Outfit saving so clothes horses like me don't have to carry around a billion different outfits. :)
Title: Re: Step into the Future - Questions and Suggestions
Post by: Rainman on July 19, 2020, 12:08:40 am
I believe we have provided this information in different locations and posts but I will try to answer some questions here but as you appreciate I cant give out all the new content and secrets ... you will need to see it at launch time.

Will there be a Time Jump?
Yes, around 150 years

Will there be a Crafting System?
Yes, it will be a new system that has been made to fit our server

What are the new DM Factions?
You will at the time of your character creation, be able to join and have a backstory connected to one of three DM factions. These are all based in the town of Conch, in one of the three districts that each faction will influence/control. This will give new players a direct connection to the story from day one. Of course we will have your standard option of joining the story with your own background as normal, but we would encourage that you be involved in what is happening in the town of Conch.

What about lore and information from the old server?
Within reason we are keeping as much of the lore and information from the old server, in one form or another. I will give you some examples ... the Enclave of Valstiir has crashed into the ground, how and why will need to be found out and this will have bits of lore connected to the old story. Another example is the Floating Arcanist Palace that sat over the river between Hadrian and Southbank, it also has come down and ended up in the river between the two towns. Its remains have been turned into a Bridge between the two towns making one large City of Hadrian ... and yes you can explore this updated town. Again how and why this happen can be found out at launch. I have more examples but you can see we are keeping the connect to the old story/server in place.

Will there be a Floating Enclave to explore?
Yes, but we will hold that information till launch and I believe you will be happy with the direction we have taken on this.

Will I be able to play a monster race?
Yes, not only will you have an updated Sullivan's to explore, you will be able to move around in Conch to a degree. Some monster races that maybe deemed to be to extreme to be considered that they might not be able to live with other races, but goblins, kobolds, lizardmen, bugbears and other small monster races will be able to be played. Of course Giants, Orges and such will be still on application and based at Sullivan's.

What about other races?
The town of Conch will have a good mix of other races and as you might have seen I have been asking about your thoughts on Elves and such. I believe having small hubs where these races may travel to will be the best option moving forward, maybe to collect information and supplies you might not get elsewhere.

What about the Death System?
You might have seen that we have opened this up to player and community feedback, with some options we are looking at but with death you need some type of risk and penalty for a death of your character and with the increase in possible epic levels to obtain we need to get this right and balanced.

What about Loot and Treasure?
We have a system almost completed, that will give a wide range of options and power levels to give options to those higher level players. So yes a higher magic level of items.

Players Housing?
I will leave this to Delta to announce but we are all excited ant I believe he has been providing some examples on Discord.

Movement around the map/server?
With the current boats and airships, we are adding in a caravan option. Encounters will still happen with updated areas and monsters. Plus we are adding a Portal system that will be connected to the higher magic level we have been speaking about.

What about quests?
We will still have quests but which is in discussion now, may only designed for characters up to 10-15 levels with quests have a minimum level requirement only. There might be some lower level quests that are designed for startup character with a level cap. Moving forward from level 15 will be more open dungeons/areas and with harder spawns that you would be silly to explore unless you have a party or an epic character. Of course you might need to travel to these places and obtain information to where they are located and maybe connected to information already provided in this post.

What about feedback and player suggestions?
We have asked for those keen to be involved in the development to put their hand up and have a number of players adding lore, information, feedback and areas/content to the new server. From all reports those that are helping are excited in what they have seen but it is still a work in progress. As you might have seen we have been asking for feedback on key areas and taking that on board.

So for old/returning players their will be that connection and for new players we will have a way to connect straight into the story. There maybe changes to this information but we will keep you informed as best we can ...

Please ask if I have not answered a question. Thanks :)
Title: Re: Step into the Future - Questions and Suggestions
Post by: Noldar Bladeborne on July 30, 2020, 02:58:33 am
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.

Forgive me, Rain, I have been hard at work in RL and I am just now seeing this. July 9th was my birthday actually when you sent this lol.

I like the idea for an Elven Outpost next to Conch, this is a no brainer. Maybe instead of making it a friendly outpost, what if it is a some kind of cave that the Tel'Quessir inhabited in the war. Kind of like when Roch and his men took that cave in Witcher 3 to fight against their enemies. Maybe there is a constant threat of Orcan invaders attacking this cave ever so often. Thoughts?