Re: My experience so far.
Posted: Sun Mar 01, 2015 11:31 pm
Howdy Balkoth and some interesting points there
First of with the warning signs.. Warning signs are there only when they make sense. And making sense is when there is an "unproportional leap" from area A to area B.
As for the chests you infact have a point in which I agree to the point that i seriously thought about it and considered a possible change when I wrote the comment. The point being that perhaps those chests, and all others, should indeed have a DC matching the level of the area, even if its a common chest of random potions - this would make the rogue/bard/dedikated lockpicker get more loot indeed....
As for the point of fear aura vs "deathfield" or whatever, there ARE items in game and can be made in the custom forge granting fear immunity, there are many spells granting that and there are potions granting that. Perhaps you die first time to a given mob to find out something but really I find that a positive trait for a server, not negative. Perhaps you feel a good server means your character never have to die, but I disagree, and the fact that you have died 3 times ?? in cases that did not involve flaws in our spellsystem, really to me is an absolute minimum for someone as explorative as you. I dont mean this negatively i mean it positively. You dare explore and you pretty much never die from it, IMHO. So basically I hear your ligit point but disagree completely that there is a problem so in the sense of our monsters being too terrible or that we should have , in my opion, redicously amount of signs and warning every 20 meter ingame to warn the player that NOW the monster shift is just too much "kindergarden nursing" for my likeing. It might very well be that many disagree here or that our server is to be considered "rough" on this isue but nothing there I will even remotely consider changing.
As for your point about different mobs is better you have a point in that new landscapes are interesting. However designing new landscapes and monster for the players to feel the change cvomes with a Price. I have seen servers boosting of 1000+ areas and they have 1000s of different mobs. sure they have but i have also seen the Building quality of some servers around and if anyone prefere a zone of that quality and 1000 different types of mobs then truly one should choose such servers. However I am confident that you as a fellow designer have a concept of the MASSIVE amount of time that has gone into designing the areas in "Alangara - New Dawn" compared to such "Oh let me place a tree and a tileset Boulder and VUPTI. area 798 is in game" areas/designs. As such the time and energy required means we prefere rather to spend more time in the same area of some quality than makes tons of medricore variations.
One problem, or challenge, we suffer is undoubtly an lack of players. This means we are all more restricted since a party can overcome far more and thus our range of area choises goes up. At your level there are infact severel quests, bosses, areas to visit that you apearently havent yet encountered or can't be in alone due to lack of Company. That is sad and we are currently trying to address the isue, but this challenge is rough becourse basically we have to "mold" or "diverse" the module from being an multiplayer PW, into something much more "singleplayer module like", WHILE at the same time not making it so easy it ruins the PW fun totally. These are ballance isues that are tough to perfect. As for right now fx, an intire complex with severel quest, being advertised in both books and the museum actually, ( you apear to have missed ) is actually being upgraded in level to cater to Groups 11+ since with the adition of new quests in Castle Balder people would get too high level for the zone to be challenging for 3+ players together. So to cater to fun in Groups we are changing some Things around and singleplayers might have to suffers some more grinding to fx get the levels or gear needed. you can fx do the farm and fishing related quests and Thus also gain access to the forge will will infact offer you, VERY CHEAP immunities to both fear and paralysis, as the two main monsterpowers in mention.
* Will continue but post now out of fear it will all disapear *
As for your specific points with damage and armor you have apearently met a "stale point" ( or whatever itsw called in English ) at this time, that is mainly due to the fact that you play alone ( on that character ). The forge - which is fixed by the way, and you can get a reimbursement from the 4 sonic damage if you want - will allow you to make weapons of way more destructive nature. there is right now ingame DROPS specifically for melee classes that can make you FOR FREE imbue any given melee weapon with 2d12 electrical damage but making it also only useable by melee classes. etc etc. There are also free drop weapons of other types of damage that can then again be combined with beforementioned powers. If you have a bard level 10+ with you he would likely give you around 1d10 extra sonic damage on your weapons, and any mage or priest with you would give you flame weapon or fire whatever both giving 2d12 firedamage from level 1. All in all you can easely see that the server allows for a MASSIVELY heavier damage output, and had there been more players you would have had it. the same goes for you armor, and as a melee there is powerfull items to be found for free or created in the forge. Again you really just hit a spot where it requires some grinding since you dont have other players around to help you - which is indeed annoying but something we can't do much about
I hope this answers your questions, but in all generellity one major isue is the lack of players making it either harder for singleplayers or we downgrade everything and make it dropdead ludicrously easy for Groups. Ballancing a PW is not easy but from massive feedback over severel years of running "back then" we know that we actually have a composition that is not too shabby at all. Everything can be improved but also all factors must be put into the equation and fx the customforge and the fact that with more players help will be given between them making things easier and ballance diffently.
/tara
First of with the warning signs.. Warning signs are there only when they make sense. And making sense is when there is an "unproportional leap" from area A to area B.
As for the chests you infact have a point in which I agree to the point that i seriously thought about it and considered a possible change when I wrote the comment. The point being that perhaps those chests, and all others, should indeed have a DC matching the level of the area, even if its a common chest of random potions - this would make the rogue/bard/dedikated lockpicker get more loot indeed....
As for the point of fear aura vs "deathfield" or whatever, there ARE items in game and can be made in the custom forge granting fear immunity, there are many spells granting that and there are potions granting that. Perhaps you die first time to a given mob to find out something but really I find that a positive trait for a server, not negative. Perhaps you feel a good server means your character never have to die, but I disagree, and the fact that you have died 3 times ?? in cases that did not involve flaws in our spellsystem, really to me is an absolute minimum for someone as explorative as you. I dont mean this negatively i mean it positively. You dare explore and you pretty much never die from it, IMHO. So basically I hear your ligit point but disagree completely that there is a problem so in the sense of our monsters being too terrible or that we should have , in my opion, redicously amount of signs and warning every 20 meter ingame to warn the player that NOW the monster shift is just too much "kindergarden nursing" for my likeing. It might very well be that many disagree here or that our server is to be considered "rough" on this isue but nothing there I will even remotely consider changing.
As for your point about different mobs is better you have a point in that new landscapes are interesting. However designing new landscapes and monster for the players to feel the change cvomes with a Price. I have seen servers boosting of 1000+ areas and they have 1000s of different mobs. sure they have but i have also seen the Building quality of some servers around and if anyone prefere a zone of that quality and 1000 different types of mobs then truly one should choose such servers. However I am confident that you as a fellow designer have a concept of the MASSIVE amount of time that has gone into designing the areas in "Alangara - New Dawn" compared to such "Oh let me place a tree and a tileset Boulder and VUPTI. area 798 is in game" areas/designs. As such the time and energy required means we prefere rather to spend more time in the same area of some quality than makes tons of medricore variations.
One problem, or challenge, we suffer is undoubtly an lack of players. This means we are all more restricted since a party can overcome far more and thus our range of area choises goes up. At your level there are infact severel quests, bosses, areas to visit that you apearently havent yet encountered or can't be in alone due to lack of Company. That is sad and we are currently trying to address the isue, but this challenge is rough becourse basically we have to "mold" or "diverse" the module from being an multiplayer PW, into something much more "singleplayer module like", WHILE at the same time not making it so easy it ruins the PW fun totally. These are ballance isues that are tough to perfect. As for right now fx, an intire complex with severel quest, being advertised in both books and the museum actually, ( you apear to have missed ) is actually being upgraded in level to cater to Groups 11+ since with the adition of new quests in Castle Balder people would get too high level for the zone to be challenging for 3+ players together. So to cater to fun in Groups we are changing some Things around and singleplayers might have to suffers some more grinding to fx get the levels or gear needed. you can fx do the farm and fishing related quests and Thus also gain access to the forge will will infact offer you, VERY CHEAP immunities to both fear and paralysis, as the two main monsterpowers in mention.
* Will continue but post now out of fear it will all disapear *
As for your specific points with damage and armor you have apearently met a "stale point" ( or whatever itsw called in English ) at this time, that is mainly due to the fact that you play alone ( on that character ). The forge - which is fixed by the way, and you can get a reimbursement from the 4 sonic damage if you want - will allow you to make weapons of way more destructive nature. there is right now ingame DROPS specifically for melee classes that can make you FOR FREE imbue any given melee weapon with 2d12 electrical damage but making it also only useable by melee classes. etc etc. There are also free drop weapons of other types of damage that can then again be combined with beforementioned powers. If you have a bard level 10+ with you he would likely give you around 1d10 extra sonic damage on your weapons, and any mage or priest with you would give you flame weapon or fire whatever both giving 2d12 firedamage from level 1. All in all you can easely see that the server allows for a MASSIVELY heavier damage output, and had there been more players you would have had it. the same goes for you armor, and as a melee there is powerfull items to be found for free or created in the forge. Again you really just hit a spot where it requires some grinding since you dont have other players around to help you - which is indeed annoying but something we can't do much about
I hope this answers your questions, but in all generellity one major isue is the lack of players making it either harder for singleplayers or we downgrade everything and make it dropdead ludicrously easy for Groups. Ballancing a PW is not easy but from massive feedback over severel years of running "back then" we know that we actually have a composition that is not too shabby at all. Everything can be improved but also all factors must be put into the equation and fx the customforge and the fact that with more players help will be given between them making things easier and ballance diffently.
/tara