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Netheril : Age of Magic

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Messages - Shantis

Pages: [1] 2 3 ... 12
1
General Discussion / Re: Death penalties
« on: December 02, 2018, 02:23:12 am »
System side opinion:

I really dont care much about how much lose after dying ingame, if have ways to compensate playing later, with dm events, npc quests and tick xp crafting.

Ok, we were stressed and frustrated with the loss of XP and the time it took to recover. But if the player play and get envolved enough, end getting back the xp after a while. Take time, get stressed, hurt but is not not impossible to recover.

Lvl 17 characters lost around 7.500 xp each death.

Roleplay side opinion:

Losing xp is very less painful if the character's death was, in terms of roleplay, something striking and important to the event he or she attended, and in a way or another, this make a whole difference in the event or adventure for the character and to others too, and if the dm make the fall of a character an important moment of the adventure in an event

2
General Discussion / Re: Selling items?
« on: November 26, 2018, 05:39:02 pm »
Some crafting items are forbidden to sell directly to npc, only if have quality in an exceptional level.

This happened because in the past had a uncontrolled production of very very very cheap items using the crafting system, since the shops has a sale limit of 100 or 200 gold each item, but the costs of the production of crafted items are mega-overvalued and abused by players. A side effect of this, the excessive amount of items caused some lag.

About other non-crafting items... Some stuff are marked with "stolen" flag or is direcly refused by the npc traders because icly the npc have zero interest about buying junk... ;)

About ores: Store using commody bundle or trade with other players

3
Amongst several moments available between her druid duties, she provides occasional help in research, along with others or alone, sharing all she can get.

4
Feedback and Bugs / Re: Evard's Black Tenticles Bug
« on: November 24, 2018, 12:53:12 am »
Raiman... Sucubbus summonend in the Fire Gigant quests in the npc quest in southbank sometimes produre invisibe black tentacles. Only happens in this quest. IDK if about the source of the visual bug.

A sucubbus throw a black tentacle and take 2-5 seconds to show the visual effect, but with stoneskin is possible to notice the damage and others effects

5
Feedback and Bugs / Re: Fire Orc Quest
« on: November 18, 2018, 03:17:51 pm »
An essential, really important suggestion of loot:

- Half-orc exclusive gear
- Monster race (orc) exclusive items

Because it's plausible to find special gear for half orcs playing this quest. Don't need to have a high chance to find, but the idea behind of finding an race-exclusive items for half-orcs here can make a fantastic difference for some players, by roleplay purpose,

Add some flavor text to lore this kind of item, and a Snacks smiles in the sky, for helping other half-orcs in this server.

6
General Discussion / Re: Improved Expertise
« on: November 07, 2018, 03:22:29 pm »
An "warlock" PrC class, with some advantages of offensive spell and a better melee protection can work better in this case.

The problem of opining as if playing with class X or Y is delicate because if it affects one, have to review everything. From class to races, from feats to skills.

My opinion?

In the case of expertise, it could only work if:

A - The character is stopped in a spot.

B - If he is in physical combat only.

Ranged and casting combat  don't need expertise for self defense. Have other tools and spells to improve the protection of the caster, skills and combat casting.


But I don't see a problem if make a special version for casters, with a better requeriment to become more accesible for casters only and if have a better limit or restriction. Like giving more AC only  while casting or something like that

7
General Discussion / Re: Improved Expertise
« on: November 07, 2018, 02:50:18 pm »
No, not reading anything bad. Relax.

It would be interesting if the caster class had some kind of improvement. But in the end, it's easier to create a PrC or a new class than to fix a feat or two.

8
General Discussion / Re: Improved Expertise
« on: November 07, 2018, 02:11:40 pm »
Combat Casting only gives a small protection against spells being cancelled on being struck. AC prevents you from being hit in the first place, and it isn't just used in melee combat, it's against any attack, including ranged. The points about using wands and potions are valid, but those things -stack- with Imp Expertise, so it's not an either/or situation. Imp Expertise gives a flat AC bonus, it's not an armor type so it stacks with everything.

The real issue here is that for warrior classes, taking Imp Expertise offers a real downside, as it reduces their AB which is obviously rather important to these classes. For a wizard, AB isn't important in the slightest unless you're going with some sort of battlemage build. For regular Wizards who can lob powerful offensive spells and create powerful summons, it's 10 AC for the cost of two feats...

Yes please! Why wouldn't you?  :P I'm sorry but Combat Casting doesn't stack up to that advantage. Well anyway, if I were playing a Wizard, I'd be taking Imp Expertise in a heartbeat. I can only assume that every Wizard on the server is taking advantage of this, and those who aren't are doing themselves a massive disservice. From a balance perspective, this is just insane to me.  :P

In regular Nwn, casting spells shuts off Expertise, and that's important because it helps balance things out. This basically means that Wizards can turn on Imp Expertise and cast away with massive AC, and don't have to worry too much about being hit because their AC is on par if not more than their tower shield wielding, full plate packing warrior buddies.. only they can still cast their spells freely in combat whereas warriors who take expertise have to take a massive AB hit which is their primary source of offensive potential.

In most cases, using a familiar or another player as meatshild to protect your wizard / sorcerer while he /she is casting something is more reliable. I agree, expertise work better if the wizard / sorcerer / druid use a spell or talent to change his shape and combat, like an umber hulk or bear. But pure casters, using expertise / improved expertise is not pratical.

Cleric and druid have a mixed build, to fight in middle term of casting and melee combat. If wish to cast and fight in melee / close combat terms, best a cleric / druid class, because divine casting don't have limits of using shield or armor.


9
General Discussion / Re: Improved Expertise
« on: November 07, 2018, 12:24:27 pm »
But...

Expertise and improved expertise focus in melee combat. Can be used in other moments, but not mean is a protection wall for everything.

If you need to get more protection with you cast something, make a wand, a bottle of potion or use combat casting o.ô

10
General Discussion / Re: DM plots and feeback
« on: November 07, 2018, 12:20:01 pm »
Feedback? Feedback...

Feedback about dming inside game only. Not talking about forum things. Only inside of the game.

Backheart events and quests are fun. Not only limited about elves. He have a good sense of humor and know how to balance different type of characters, with difference classes, background or races nicely in open events. I don't mind if the elvens get some attention, because the elvens is a good counter-point of human noble houses. Having Blackheart to do this, because he know a lot of elven lore and backgrond is pausible. About the current group of dms, Blackhard is more inclusive, and this is nice. Have some goods plots, and sometimes he dm'ing one shots and arch of events around. I don't mind if he give attention to the elves. We have other dms taking care of the server.


Man of the Mists and Rainman are both good dms too. But because the time zone, is hard to get in touch with the same playing hours of rainman. Rainman deal with building stuff, and because this is more difficult to see him Dm'ing sometimes. I don't know now, but Rainman dealed with the swords. I know he is a good reliable reference of druid stuff, helping a lot in this field. Because his work as builder, having arch of events and following his adventures is more hard. But the reason behind is plausible.

Man of the Mists dealed in the past more with arch of events and adventures. If you get luckly enough to join in an arch of adventures done by him, maybe can develop something nice with your character. The only problematic point is to join in his chain of dm events propely, because if this take a group of characters to start something, is hard to join later.

Saravok is a good dm, can do a great arch of events and deal nicely with individual plots or group plots.

In the past, Mortui and Gmork ended more related with noble houses and arcane guild. Both are good dealing with events. Maybe you can meet them doing some large dm events in each two weeks more or less.

Goblin make some good events for rogues and adventures. But he is more "one shot" in most part of the time. I don't know if he done any arch of events or developed any plotline before, for a group. But some players get some help in events in certain playing hours.

Voss can make good events and quests, and he try to be inclusive icly like Blackheart and make a lot of adventures and events, and even arch of events. The only point to work better is dealing with his arch of events and plotlines, because is very hard to get extra information icly without using forum to talk with npcs, and if you miss an adventure, become really hard to compensate the lost of information later.

Thinker and Elvenstar is another case. Both deal with building and checking stuff with other players like other dms. Both dm'ing nicely, but I don't know about being exclusive to make arch of aventures, but sometimes both help in group plotlines.


About being more inclusive for different groups of players: The fault is not just the dms only. Much of this "isolation" comes about because certain groups or players, wishing to develop own plots and characters themselves, sometimes go too far. Nothing wrong with having conflicts and confronting someone under some circustances, if both sides have room for it and gain space to roleplay and develop things. But the problem is that some postures are quite uncomfortable, as players just using others as ladder, to develop their own ideas and plans, discarding the other plots of others, or stealing, or destroying without giving nothing in return.

This kind of more aggressive attitude is really common in this server... And has made it more practical to create "isolated" groups and subgroups of players that respect each other or try to keep some ideas and ideals in common to feel more safely to play. Many players are not so diplomatic (read: Know how to convince, or sell the idea of getting help, and try to help others in their plots to conquest some respect) with others, and of course, being part of a group and avoiding others is safer and plausible because in any RL society, you walk among your peers, not with unknown people or with someone who cause you problems and limit your actions and destroy your plans.

I personally do not agree with certain situations or certain behaviors, dms or players. But I do not expect the dms to force the situation to make other groups that hate or avoid each other more inclusive in dm events and plots. A lot depends on the players' posture in allowing themselves to be more humble and trying to be more inclusive with others.

Read: Inclusive. It does not mean that you should avoid conflict or stop causing problems, but know your own limits and take more consideration in certain situations, giving room to others.



11
General Discussion / Re: Death penalties
« on: October 23, 2018, 09:30:18 pm »
Being fair:

Before reviewing death penalties in terms of server system, the ideal would be to review and reevaluate the deaths that occur icly.

First, that regardless of the punishment that the system imposes on the character, losing levels and xp, in addition to the time invested in recovering the lost xp, it would be necessary to establish clear rules icly to avoid abuses of pvp, in Icly terms of laws. Any fool can go off to kill other players-characters for any random reason. The problem is that many of the server rules or how they are applied do not cover everything. In terms oocly and icly.

So this leaves a lot to be pondered, since any player can take advantage of something that he considers appropriate or that has combined with the dm for some reason for a special moment, or the dm has passed this player the orientation, but the whole server does not know yet, giving a lot of room for mistakes, confusion or problems because have a lot of unknown stuff happening. Just my opinion.


Now, about the topic about death penalties...

Regarding the punishment for dying, in terms of system: a period of 72 ingame hours, with a reduction of saving throws, and having a reduced CON (1d4+1) would be plausible to represent the period of physical and mental recovery of the character, after being revived through a cleric npc. Finding a cleric pc can work in a different way, instead 72 ingame hours, only 24 hours. Because this incentive the clerics players to roleplay as true clerics and follow they own behavior of clerics. The "resurrection sickness" can't be removed by removing curse, only a dm can remove it if necessary, for matter of event or to fix a bug.


Reduction of xp? Losing less xp after lvl 15 would be interesting, but that would be too comfortable. Keeping the current punishment would be acceptable, 5 to 15% loss is reasonable, as long as dms have good sense when launching spam against players in dm events, and are aware that not always invincible mobs or too many mobs is the same as challenge. I already consider it exaggerated when they send more than 3 to 5 mobs to each character in the event because the intense lag or too op to deal... And there are events that I watched in the past about having more than 12 mobs for each player.


Cost of gold? Keep. high enough for causal and even hardcore players.

The current problem about the penalties for higher-level characters is about punishment after being revived.

12
Netherese Library / Re: Research: Family Voust (Any dm)
« on: September 28, 2018, 02:56:21 pm »
In a second moment, she decides to return and start to research carefully about the noble house Dukarrus and Reschotti. If the empire is proud of its noble houses, any relationship between these two noble houses with Voust in the past, searching for any important historical fact or any additional information.

13
Netherese Library / Re: Research: Family Voust (Any dm)
« on: September 28, 2018, 09:11:16 am »
She write down some information in silence.

After this she kindly thanks the librarians and leaves the library.

14
Netherese Library / Re: Research: Family Voust (Any dm)
« on: September 27, 2018, 09:20:26 pm »
//bump

15
General Discussion / Re: About Green Grass Festival
« on: September 22, 2018, 02:07:14 am »
The green grass festival start in one hour

Feel free to join. Ask party invite or help to find the place and join in the festival games.

I apologize to the players of the monster faction (sullivan), reschotti and arcane guild, who are out because of heavy icly restrictions of roleplay and scenario in the current moment. Nothing prevents you from participating with an alternate character, though. :)

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