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Netheril : Age of Magic

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Messages - Vydaera

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1
Development Ideas - Feedback / Re: Implementing Epic Levels
« on: July 18, 2020, 02:58:44 pm »
First of all, I wanna say that I 100% agree with having to App for a character as they move into Epic levels, as they represent a change in tone and scale for a character's story. It's a very good idea for DMs and players to be on the same page as to where a character is going in regards to roleplay, and the transition to epic levels is the perfect cutoff for that to happen. It won't be every day that a character makes the leap, and making it special feels GOOD.

You know what doesn't feel good? Having control taken away from you. There is a big difference between collaborating with players to bring their story to a natural conclusion and someone's story coming to an unexpected halt for something they had no control over. Netheril's strength is in the connection the players have with major story events, and seeing the world change as a result of their actions. There is nothing about introducing the threat of Permadeath, epic or not, that is going to improve that advantage.

Putting epic levels behind a permadeath risk is a huge turn off for some players. It's akin to putting epic levels behind a paywall-I'll say it again for those in the back: USING PERMADEATH TO GATE PROGRESS IS THE SAME AS USING MONEY. Sure, some people are willing to pay the price to increase the mechanical power of their characters, but it feels just as dirty to those who cannot and will not.

I noticed a partial option in the polls, that only PvP deaths would count against your Lives- I have seen this work well on other servers, with the following caveat: PvP MUST be agreed upon by both parties. Some players live for the thrill of challenge and risk- that's absolutely okay, and I feel this compromise would allow the people that WANT that to find it with other like-minded individuals. What is absolutely NOT okay, is bullying. If consent is not required by PvP, some players will inevitably build a mechanically strong character to abuse others, and once it happens, that means every other player needs to build around that threat or just accept that their character can be taken away at any moment if one of the powergamers decides it. The absence of Consent has just as many problems IG as it does IRL.

A lot of players have strong views on this subject, and that's to be expected. In the end, I think the system that allows for the most player choice is the one that is best for the server, and from the list of options, that's probably the middle ground of PvP deaths counting towards character deletion. It lets the players that are interested in the risk involve themselves with others who also do, and for those that don't there isn't any unwanted predatory behavior.



Update after reading some of the other posts: If you feel the need to kill off characters so that they will constantly reroll to have lower-level people playing, you are going to steadily lose your playerbase. Players that want to finish their character arcs and move on to something new are just as valid as those that want to keep a veteran character around and tell more stories with it. Netheril should be a place where people WANT to keep telling their stories, not a place where they keep getting their stories cut short when someone else decides they are bored with you.

2
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.

3
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.

4
Cool beans! What are the top 3 things you want your crafting system to accomplish?

5
First question: Crafting. Are you guys scrapping UO Abigail's system in favor of another one, or trying to fix/rebalance the existing one?

6
General Discussion / Re: Monthly Arena Events
« on: January 31, 2020, 01:46:10 am »
Are you suggesting we can have alts that are specifically just for the Arenas? I could get down with that, it would be a good place to try out some other class combos. If this thing really takes off, it could provide a whole different style of play to the server and attract a more diverse playerbase!

7
Netherese Library / Re: Research: Forgotten Artifacts
« on: December 11, 2019, 07:16:04 pm »
Coming back rested with a new direction, he sets about looking for any mention of a myth about a piece of Selune falling to Toril during a battle with Shar, what that could actually be, and where it might have ended up throughout history until the present.

On a second but related note, he goes about trying to track down information about something that was stolen from the Skettus Vaults by Menner, a shadowy orb of some kind perhaps.

8
Netherese Library / Research: Forgotten Artifacts
« on: December 10, 2019, 06:52:32 pm »
Shi Lei enters the library, and gives a cordial nod to the Archivist, but seeks his own council.

He is looking for information on very old and perhaps 'lost' artifacts, taking notes of anything divine in nature and very specifically anything to do with Shar.

9
General Discussion / Re: Should Quest Areas Be Opened
« on: October 28, 2019, 07:58:14 am »
LET.
PEOPLE.
PLAY.
TOGETHER.

Is the TL;DR of my point. I would like to see maximum levels removed from all quests. It would allow people to help new players without creating a separate character. It would allow people who want to be there for RP reasons, actually join and participate. Quests give you lower and lower XP amounts as you rise in comparative level, anyway, so it's not like people are going to be farming purely for the paltry XP reward.

People come to this server to play with other PEOPLE. Honestly, the quest design is good for most dungeons, but it is not what brings people to the server. People are here to roleplay, and anything that stops people from doing things together is bad for the server. If XP farming is what you're worried about, have people above the level cap gain no XP from completion. So, they can help a new person out, or train a young warrior in the ways of the blade, or characters that aren't min/maxed can contribute to groups without feeling overpowered.

The restrictions might be necessary if this was a very populous game like WoW or FFXIV, but it isn't. We get the kind of people who want to share an experience with others... the power players don't stick around; there are plenty of servers that cater to that kind of play.

I voted no just to stop people farming thousands of gold and unbalancing the server on quests they dont struggle on because of them being higher then the quest lvl. Sorry if this is too harsh but its true

There are FAR easier ways to make gold than killing wasps for 300gp each run. Also, what does having a lot of gold really DO for you on this server? Most gear isn't bought... it's dropped from quests or given as reward for participating in server events.

I think you will find that the kind of person that will go to great lengths for levels or wealth can do it easier on other servers, and will not play here for long.

10
Netherese Library / Re: Research: The Sightless Swordsman
« on: October 21, 2019, 09:16:56 pm »
Thank you for sharing what you know... I will make a trip to Hilltop and see if I can uncover any details.

Do you happen to know if there is are any Monasteries in the area?

11
Netherese Library / Research: The Sightless Swordsman
« on: October 19, 2019, 10:12:49 pm »
*Shi Lei enters the library, and after perusing for a bit, approaches one of the Librarians inside the Valstiir Library*

"Excuse me, I was hoping you might be able to assist me... I come seeking information on a story I overheard earlier. It was about a peerless warrior who wore a cloth wrapped around his eyes, and defeated every challenger in a tournament of some kind. I wonder if there is any truth to this story, and would like to read any writings about such if they exist."

12
Crafting Discussion / Re: Treasure Hunting for Fun and Profit!
« on: October 16, 2019, 06:51:40 pm »
Personally, I would like to see a little more variety in loot, instead of 10 suits of light armor, maybe some boots/gloves/cloaks/hats/belts, or some variation of armor type, unless it changes and we just got randomly light twice.

Also, maybe increase the drop rate of the maps a little bit.

Currently, the only way to get Excavation Tools is by Tinkering... I'm past 40% and I STILL can't make them. Tinkering is such a niche craft anyways, getting to 60/80% just to make some picks and shovels seems ridiculous.

13
Crafting Discussion / Treasure Hunting for Fun and Profit!
« on: October 05, 2019, 07:54:35 pm »
Treasure hunting has been quite a mystery to most, but I have pieced together the general process and managed to successfully find a treasure chest on my own!

You will need some things before you begin:

An Undecoded Treasure Map, found on remains of monsters.
A set of Excavation Tools, made by a Tinkerer. (Good luck on that)
Someone with skills in Traps/Locks. The actual skills.
A sense of adventure!

Once you have all the things, simply use the map. Your character will (hopefully) decode it and provide you with a Decoded Map. Now comes the fun part. Use the map and look over your character's head for a glowing arrow! If you don't see a glowing arrow, check your combat log. If it says you don't think the treasure is nearby, try a different zone. From the reports I have been able to verify, treasures have been found in Eastern Farms and Northern Farms, so try those zones first. I spent quite a while using the map in every zone near where I found it (Eastern River Crossing) before finding it.

Once you get a glowing red arrow, follow it until the symbol above your head turn into a picture of a treasure chest, (this is what I call the 'Treasure Zone') then wait for it to stop glowing. (Each time you use the map it will indicate for like 30 seconds) At this point, you need to use your Excavation Tools ON THE DECODED MAP while you are standing in the 'Treasure Zone'. Your character will start digging and eventually uncover some buried treasure!

--Oh crap, by the way, MONSTERS will now appear and attack. Good luck! Hope you didn't die!

Still alive? Great! Once combat is over, talk the the treasure chest by left clicking, and a Dialogue box will open up. Do not try to use skills directly on the box like normal- this will only waste time. I suggest using the options to disarm the trap, pick the lock, and then open the chest. I have not tried opening the chest without disarming the trap, so be ready for anything should you chance it.


Once you get it open, another wave of enemies will spawn so BE READY! (They weren't too much trouble, a mix of basic goblins, hobgoblins, a bugbear, and kobolds) From the two chests I was able to get details on (mine and one other), it seems like there is usually a collection of light armors made with various materials and having bonus skills such as Discipline. There were also a few necklaces with gems set, giving random skill bonuses, along with a couple potions and crafting reagents.

I hope this guide has been helpful and entertaining, please feel free to post your experiences in this thread and share your treasures as well!

14
General Discussion / Re: Theme song.
« on: October 02, 2019, 05:18:48 pm »

15
General Discussion / Re: What would you like to see on N:AoM?
« on: October 02, 2019, 05:10:24 pm »
What if there were a few crafting trainer NPCs that explain the basics, and maybe give a few pointers? Or put better descriptions on some of the crafting benches and put (Examine me!) in the hover text, cuz idiots like me took WAY too long to figure out you could learn more be examining the benches. (I examine stuff all the time to read descriptions)

I will volunteer to re-write the Forge and Anvil descriptions to include a few OOC details about when you can work with new metals and such, like how quest-givers tell you level ranges.

If y'all like the style I use, I can work on doing the rest.

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