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Post by aalnyar on Sept 11, 2014 10:15:25 GMT -6
I had a few questions since were going to a new mod and people are going to drop down to lower levels and such; from my previous experience with DD in the old mod (Previous to the one currently up)there was also the same thought and the current one was supposed to meet this need for level reduction to make managing/entertaining server/player balance was maintained.
1) Why did this MOD (current MOD) not meet those needs for the staff and players
2) Level limiting: if Limiting the levels is such a critical nature will this also eliminate some Prc's since some Prc need levels in other classes before they can be taken and will the level limiting eliminate those Prc due to the levels not being there to take the Prc to its max level/abilities due to server cap.
3) How will the new MOD (one after the one that is currently still up) address those same issues or will it end up like the current MOD and be set aside and a new MOD set to take its place to address the same issues that the previous MODs were supposed to address when character get to the cap again?
4) what can we as players do to make this easy and fun not only for our selves but also for those that give us their time freely to enjoy this world they created for us.
5) are there ways/practices we can do to mitigate the need to create a new MOD when we feel the players have reached a level needing to be curbed/reduced
6) can we offer an incentive for high level players to retire or not try to obtain max level (making their PC into a NPC on the server (thus becoming a part of the world they enjoy playing in), using exp for other stuff than levels (items and such, I know on other servers I did this so as to not go epic level)
7) in keeping with what expectations are going to be are areas going to be built (new MOD)with this in mind (I know on some s servers you would have level and ability/magic caps but areas would be built so hard to explore you would die even at max level/ability that it made no sense to even have those areas in place since you can't explore them fully.
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neosporin
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Post by neosporin on Sept 11, 2014 11:18:12 GMT -6
I had a few questions since were going to a new mod and people are going to drop down to lower levels and such; from my previous experience with DD in the old mod (Previous to the one currently up)there was also the same thought and the current one was supposed to meet this need for level reduction to make managing/entertaining server/player balance was maintained. 1) Why did this MOD (current MOD) not meet those needs for the staff and players 2) Level limiting: if Limiting the levels is such a critical nature will this also eliminate some Prc's since some Prc need levels in other classes before they can be taken and will the level limiting eliminate those Prc due to the levels not being there to take the Prc to its max level/abilities due to server cap. 3) How will the new MOD (one after the one that is currently still up) address those same issues or will it end up like the current MOD and be set aside and a new MOD set to take its place to address the same issues that the previous MODs were supposed to address when character get to the cap again? 4) what can we as players do to make this easy and fun not only for our selves but also for those that give us their time freely to enjoy this world they created for us. 5) are there ways/practices we can do to mitigate the need to create a new MOD when we feel the players have reached a level needing to be curbed/reduced 6) can we offer an incentive for high level players to retire or not try to obtain max level (making their PC into a NPC on the server (thus becoming a part of the world they enjoy playing in), using exp for other stuff than levels (items and such, I know on other servers I did this so as to not go epic level) 7) in keeping with what expectations are going to be are areas going to be built (new MOD)with this in mind (I know on some s servers you would have level and ability/magic caps but areas would be built so hard to explore you would die even at max level/ability that it made no sense to even have those areas in place since you can't explore them fully. 1) While I cannot speak for every player and every staff member, a lot of the mod is outdated, both code-wise and lore-wise. The staff made the decision to focus more on a Ravenloft setting based on Faerun (I'm not aware of every tidbit of lore history) and much of the mod is being rebuilt to suit the code and lore. This includes the update to PRC 3.5, which the current mod being hosted does not have. 2) The "max" level is still being discussed (both a soft and a hard cap) but as of what I'm aware at the moment, unless a PrC class requires you in the epic level range, then there is a chance to get it (as long as the class itself is not app restricted or banned in some way). The new mod itself will reflect a lower level population, but can and will accommodate higher level players. The idea is with the new mod to have more lower level content, while when you reach higher levels, RPing and DMing become more of a source of xp. There will be new content at all levels at launch, we'll just be building more based on what we see from the population rather than trying to standardize. In example: Two months after launch, we see that most players are still in the 8-10 range (arbitrary number), with players quickly speeding through lower levels and tapering off at higher levels. If three dungeons were on the docket for production, we can concentrate on that area. We want the new mod to be dynamic, accommodating roleplayers while giving them new areas as often as we can. 3) Much of what we encountered in the old mod was constant additions (brilliantly made), but there were some issues. While I think I addressed many of the issues in the first two answers, some of them are "staff-only", at least at the moment. What we all have to understand is: nwn is getting older, not younger, and now also has to compete with nwn2 as a roleplaying platform. While I'd love to think that there will be 100 regular players lining up when the server is relaunched, I'd rather be practical. There are some systems that need to be more automated, as before it could have been handled by PCs and DMs themselves. There are some scripts that need updating due to the critical rebuild, etc. As for the last sentence, if you're implying the staff is rebuilding the mod to watch it fail, it's the last thing we want. 4) Giving us time to work will be paramount. We understand there are problems with the current mod, but we are working on it as best we can. As for now, make your own fun with the server! We understand there is less oversight with the current mod, but we are working with what we have. As players, we can only ask you to enjoy yourselves - and not cheat. 5) To be clear: We are not making a new mod to "curb" or "mitigate" people's levels. The idea of the new mod is both due to technical issues and to more firmly place ourselves in the lore setting. It's why we are working on the grandfathering rules, as we understand that this server itself does have RP. We do not want to break or manipulate it. But the setting has changed, so the mod must undergo some changes as well. An easy example: Yulash guards are guarding Mistriven. If the new mod takes place in the future (we're not exactly sure how far yet, so no need for that follow-up) they'd eventually understand that they are now Mistriven guards. Yulash is in ruins, and now mist envelops and impedes travel, which they've personally seen friends never come back or worse, changed into something terrible. They are not Yulash guards anymore. 6) This was much of what happened in the last incarnation, and unfortunately it's a downward spiral. As soon as player base dwindles and those major PC "npcs" go, all of a sudden there are gaps in the economy or even in necessary services. While the idea can be entertained, I don't think we are going to intentionally rebuild the mod with that in mind. As in answer 3, playerbase is a concern, and while we don't want everything to be automated, we don't want a few players, or a certain sect of players crippling the mod and leaving us scrambling while we now have to focus building things players were used to before that player left. It also raises the question if we -do- fill that gap, if the player comes back he/she may feel it was unjustified. 7) Well, I cannot speak for other servers, but all dungeons being built at the moment are taking into account what we are considering for magic and class restrictions, as well as level restrictions. What I can say is that right now most dungeons will be geared towards group play, since Ravenloft is not a setting you set out alone on. It also helps keep down power levelers since you'll need a companion to enter those areas with a good chance of making it out alive. Personally, if I build a dungeon and within your level limit you can finish it solo, then I need to work on that dungeon. As a side note: A lot of these questions are questions the staff has already asked itself. I don't mind answering them to the best of my ability but have faith that we can recreate this mod
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Post by aalnyar on Sept 12, 2014 10:42:56 GMT -6
I appreciate all you have answered Ravenloft if I remember right is a dimension itself? that promotes evil people over good aligned people? I know I had read about one book and played the dungeon with Straud in it; is that what the mod will be like? so I am not misunderstanding . No I did not mean to seem staff building to fail just was wondering why the current mod did not meet those same needs. The reason I asked is I have been on Myth Drannor, Deepingdale, Daleland's and Beyond (1 and 2),Cormanthor, Silverymoon and Surrounds, amia and several others and it seems that those that are going through the same thing we talked about above did the MOD rebuild with similar goals and would eventually decide on a server wipe and lose a lot of the player basebecause of it. Has it ever been though to make the MOD more modular? even as far as the scripting goes? that way if you want to do a different MOD style (Standard FR to Ravenloft) you have the Core then just add the ancillary parts that way you want to do huge events, Different MOD style, limiting certain play style seems it would make for easier updating/changeability. I know Silverymoon and Surrounds did this and they could even have a town destroyed and back in place in under and hour, was pretty impressive and gave the DM's tons of ways to have fun telling a story. Ravenloft should be interesting and I will look forward to it.
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Post by aalnyar on Sept 12, 2014 11:37:35 GMT -6
WOW this sounds pretty scary if the MOD is going to be like this
Ravenloft is a campaign setting for the Dungeons & Dragons roleplaying game. It is an alternate time-space existence known as a pocket dimension called the Demiplane of Dread, which consists of a collection of land pieces called domains brought together by a mysterious force known only as "The Dark Powers". Each domain is mystically ruled by a being called a "Darklord".
Ravenloft is primarily a Gothic horror setting. Dungeon Masters are encouraged to use scenes that build apprehension and fear, culminating in the eventual face-to-face meeting with the nameless evil.[1] Characters have a much greater significance attached to their acts, especially if they are morally impure, as they risk coming under the influence of the Dark Powers (through the game process called "dark powers checks") and gradually transforming themselves into figures of evil.
The magical mists of Ravenloft could appear anywhere in the Dungeons & Dragons universe, drawing evil-doers (or player characters) into the Ravenloft setting. One exception is the 'phlogiston' of the Spelljammer setting.[2] The phlogiston blocks all planar travel, but the mists can appear in deep space inside crystal shells, according to the Complete Spacefarer's Handbook.[3] Another exception is in the Inner and Outer Planes, which for some reason they never appear in.[4
The Dark Powers[edit]
The Dark Powers are a malevolent force who control the Demiplane of Dread. Their exact nature and number are purposely kept vague, allowing for plot development in accordance with the Gothic tradition of storytelling—where the heroes are frequently outclassed and outnumbered by unknowably evil forces beyond their control.
The Dark Powers most frequently serve as a plot device for Ravenloft, especially concerning the Dark Lords, the de facto visible rulers of the Ravenloft Demiplane. Where the players are often tormented and opposed by the Dark Lords, the Dark Lords are themselves tormented and opposed by the Dark Powers. Of course, the difference lies in order of power—while many D&D adventures focus on allowing a band of heroes to prevail over a Dark Lord (much as in the spirit of Bram Stoker's novel Dracula), no such victory over the Dark Powers is conceivable. Vecna, (a demi-god and darklord) and Lord Soth "escaped" Ravenloft, but are the only two known to have done so.
Most frequently, the Dark Powers make their wishes and intents known through subtle manipulations of fate. Thus, Barovia's vampire lord Strahd von Zarovich's many attempts to win back his love, Tatyana, are doomed to failure, but the Dark Powers arrange such that he never truly loses hope. Each time, for example, Strahd's own actions may be partially culpable for his failure, and as such he may go through crippling self-recrimination, rather than cursing the gods solely and giving up. Most other Dark Lords have similar tales of frustration, kept all the more unbearable because the flicker of the possibility of success is never truly extinguished.
Not all Dark Lords acknowledge the Dark Powers directly, however. Strahd, for example, in his own memoirs, speaks only of a force known as "Death," who mocks him with the voices of his family and former colleagues throughout his life. Vlad Drakov, the Dark Lord of Falkovnia whose military expeditions are doomed to constant failure, seems even to be totally oblivious of any non-mortal factors in his repeated defeats.
The Dark Powers also seem capable of non-evil manipulations. Although their machinations are often directly responsible for the misery of many of Ravenloft's inhabitants, they also appear to play a role as dispenser of justice. Some tales of innocents who have escaped Ravenloft for happier environs are attributed to the Dark Powers, who have judged a being worthy of reward and release from their misty domain.
The precise nature of the Dark Powers of Ravenloft is never explicitly described in the game material, with the exception of a few of the novels based on the setting, and even those are considered non-canon. In a sense, the Dark Powers are intended to be eternal unknowns, an array of capricious, unforeseeable wills whose motives and actions the player characters cannot hope to understand.
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Post by stillevande on Sept 12, 2014 12:09:25 GMT -6
I appreciate all you have answered Ravenloft if I remember right is a dimension itself? that promotes evil people over good aligned people? I know I had read about one book and played the dungeon with Straud in it; is that what the mod will be like? so I am not misunderstanding . No I did not mean to seem staff building to fail just was wondering why the current mod did not meet those same needs. The reason I asked is I have been on Myth Drannor, Deepingdale, Daleland's and Beyond (1 and 2),Cormanthor, Silverymoon and Surrounds, amia and several others and it seems that those that are going through the same thing we talked about above did the MOD rebuild with similar goals and would eventually decide on a server wipe and lose a lot of the player basebecause of it. Has it ever been though to make the MOD more modular? even as far as the scripting goes? that way if you want to do a different MOD style (Standard FR to Ravenloft) you have the Core then just add the ancillary parts that way you want to do huge events, Different MOD style, limiting certain play style seems it would make for easier updating/changeability. I know Silverymoon and Surrounds did this and they could even have a town destroyed and back in place in under and hour, was pretty impressive and gave the DM's tons of ways to have fun telling a story. Ravenloft should be interesting and I will look forward to it. Just like any persistent world, the amount of good vs. evil characters will more or less the same, as every other ones. There will be players that prefer evil characters, and there will be those that play good chars. Maybe even both. And to give a tidbit of information about condition of the mod before it powered down 4 years ago, was that the core wasn't even finished. Then we powered it up, and we HAVE to update all scripts, PRC, and other things that doesn't really need to go into too much detail, because there is alot of it man. On top of that, when we powered down the current mod originally, we were beta testing PRC 3.4 Release Candidate 1. Yes, I said "Release Candidate 1"...... we arent even using a stable version of a PRC release. So, in order for us to get up to date, we have to upgrade to PRC 3.5. These are the main two reasons why we have to do a wipe. Just like in my original post about the wipe, there are technical issues that's making us do this. Any character that has any PRC traits will be unstable, which will make up about 70% of our servervault. Well, thats not technically true. We do have two options. Either we can update the server, do a wipe, and enjoy a finished product. Or, we can just not update anything, keep our servervault, and run a broke system. Me, I'd prefer the prior. And we currently have too small of a staff, and it would take way too long for any of our staff to migrate players, item by item. Its just something alot of players don't think of when they here wipe is the technical reason for it. So, rock and a hard place on the wipe, sorry man. In all honesty though, almost all the playerbase thats talked about the wipe seems to be supportive, so it makes me more supportive of the decision. If we lose some players because of it (I'd prefer to not look for any new players at the moment while were are rebuilding), which in all honesty, is the reason why I only sent a message to was people already registered here), then I hope they find what they are looking for. I'm not going to let the fear of potentially losing players over something that has to be done to finish our product stop us from forward progress. As for a modular design, this is exactly what we are going for. The original mod was not made in this fashion, are we making it so. Currently, there are several phases to our rebuild. Phase 1: Initial area reconfiguration Phase 2: Global script standardization and core script bug fixing Phase 3: Encounters Phase 4: Loot Phase 5: Merchants Phase 6: Update to PRC 3.5 Phase 7: NPC's - Scripted NPC Quests We are currently working on Phase 2. So, you have plenty of time to make a character so you can grandfather him/her into the new mod to level 5 if you want to, its completely up to you if you'd like to do so. But, if you want to help, find things that need to be fixed. If its exploitable, PM Neo or myself.
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Post by stillevande on Sept 12, 2014 12:19:16 GMT -6
I had a few questions since were going to a new mod and people are going to drop down to lower levels and such; from my previous experience with DD in the old mod (Previous to the one currently up)there was also the same thought and the current one was supposed to meet this need for level reduction to make managing/entertaining server/player balance was maintained. 1) Why did this MOD (current MOD) not meet those needs for the staff and players 2) Level limiting: if Limiting the levels is such a critical nature will this also eliminate some Prc's since some Prc need levels in other classes before they can be taken and will the level limiting eliminate those Prc due to the levels not being there to take the Prc to its max level/abilities due to server cap. 3) How will the new MOD (one after the one that is currently still up) address those same issues or will it end up like the current MOD and be set aside and a new MOD set to take its place to address the same issues that the previous MODs were supposed to address when character get to the cap again? 4) what can we as players do to make this easy and fun not only for our selves but also for those that give us their time freely to enjoy this world they created for us. 5) are there ways/practices we can do to mitigate the need to create a new MOD when we feel the players have reached a level needing to be curbed/reduced 6) can we offer an incentive for high level players to retire or not try to obtain max level (making their PC into a NPC on the server (thus becoming a part of the world they enjoy playing in), using exp for other stuff than levels (items and such, I know on other servers I did this so as to not go epic level) 7) in keeping with what expectations are going to be are areas going to be built (new MOD)with this in mind (I know on some s servers you would have level and ability/magic caps but areas would be built so hard to explore you would die even at max level/ability that it made no sense to even have those areas in place since you can't explore them fully. Again, this mod is an unfinished product back then, and we are finishing it now. If youd like to help us fine tune anything on it, wait till the updated mod is playable, jump in and give us your opinion. All of our players have the right to give us their opinion on how the world is built. Its one of the things we pride ourselves on. But, upgrades need to be done, and the product needs to be finished. When the core infrastructure is finished, then we can look items that does not deal with the core, such as level caps, retirement, etc, fine tning encounters, etc.
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Post by aalnyar on Sept 12, 2014 12:58:20 GMT -6
I appreciate all you have answered Ravenloft if I remember right is a dimension itself? that promotes evil people over good aligned people? I know I had read about one book and played the dungeon with Straud in it; is that what the mod will be like? so I am not misunderstanding . No I did not mean to seem staff building to fail just was wondering why the current mod did not meet those same needs. The reason I asked is I have been on Myth Drannor, Deepingdale, Daleland's and Beyond (1 and 2),Cormanthor, Silverymoon and Surrounds, amia and several others and it seems that those that are going through the same thing we talked about above did the MOD rebuild with similar goals and would eventually decide on a server wipe and lose a lot of the player basebecause of it. Has it ever been though to make the MOD more modular? even as far as the scripting goes? that way if you want to do a different MOD style (Standard FR to Ravenloft) you have the Core then just add the ancillary parts that way you want to do huge events, Different MOD style, limiting certain play style seems it would make for easier updating/changeability. I know Silverymoon and Surrounds did this and they could even have a town destroyed and back in place in under and hour, was pretty impressive and gave the DM's tons of ways to have fun telling a story. Ravenloft should be interesting and I will look forward to it. Just like any persistent world, the amount of good vs. evil characters will more or less the same, as every other ones. There will be players that prefer evil characters, and there will be those that play good chars. Maybe even both. And to give a tidbit of information about condition of the mod before it powered down 4 years ago, was that the core wasn't even finished. Then we powered it up, and we HAVE to update all scripts, PRC, and other things that doesn't really need to go into too much detail, because there is alot of it man. On top of that, when we powered down the current mod originally, we were beta testing PRC 3.4 Release Candidate 1. Yes, I said "Release Candidate 1"...... we arent even using a stable version of a PRC release. So, in order for us to get up to date, we have to upgrade to PRC 3.5. These are the main two reasons why we have to do a wipe. Just like in my original post about the wipe, there are technical issues that's making us do this. Any character that has any PRC traits will be unstable, which will make up about 70% of our servervault. Well, thats not technically true. We do have two options. Either we can update the server, do a wipe, and enjoy a finished product. Or, we can just not update anything, keep our servervault, and run a broke system. Me, I'd prefer the prior. And we currently have too small of a staff, and it would take way too long for any of our staff to migrate players, item by item. Its just something alot of players don't think of when they here wipe is the technical reason for it. So, rock and a hard place on the wipe, sorry man. In all honesty though, almost all the playerbase thats talked about the wipe seems to be supportive, so it makes me more supportive of the decision. If we lose some players because of it (I'd prefer to not look for any new players at the moment while were are rebuilding), which in all honesty, is the reason why I only sent a message to was people already registered here), then I hope they find what they are looking for. I'm not going to let the fear of potentially losing players over something that has to be done to finish our product stop us from forward progress. As for a modular design, this is exactly what we are going for. The original mod was not made in this fashion, are we making it so. Currently, there are several phases to our rebuild. Phase 1: Initial area reconfiguration Phase 2: Global script standardization and core script bug fixing Phase 3: Encounters Phase 4: Loot Phase 5: Merchants Phase 6: Update to PRC 3.5 Phase 7: NPC's - Scripted NPC Quests We are currently working on Phase 2. So, you have plenty of time to make a character so you can grandfather him/her into the new mod to level 5 if you want to, its completely up to you if you'd like to do so. But, if you want to help, find things that need to be fixed. If its exploitable, PM Neo or myself. Has thought been turned to So does that mean I start a new toon in the currently running MOD and work my way up to level 5? or does that mean I go in and get enough exp to be level 5? or wait till the new mod goes live and then go in and start at level 5?
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Post by artemishadow on Sept 12, 2014 13:01:22 GMT -6
You go in and get to level 5 on your own.
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Post by stillevande on Sept 12, 2014 18:45:04 GMT -6
Just like any persistent world, the amount of good vs. evil characters will more or less the same, as every other ones. There will be players that prefer evil characters, and there will be those that play good chars. Maybe even both. And to give a tidbit of information about condition of the mod before it powered down 4 years ago, was that the core wasn't even finished. Then we powered it up, and we HAVE to update all scripts, PRC, and other things that doesn't really need to go into too much detail, because there is alot of it man. On top of that, when we powered down the current mod originally, we were beta testing PRC 3.4 Release Candidate 1. Yes, I said "Release Candidate 1"...... we arent even using a stable version of a PRC release. So, in order for us to get up to date, we have to upgrade to PRC 3.5. These are the main two reasons why we have to do a wipe. Just like in my original post about the wipe, there are technical issues that's making us do this. Any character that has any PRC traits will be unstable, which will make up about 70% of our servervault. Well, thats not technically true. We do have two options. Either we can update the server, do a wipe, and enjoy a finished product. Or, we can just not update anything, keep our servervault, and run a broke system. Me, I'd prefer the prior. And we currently have too small of a staff, and it would take way too long for any of our staff to migrate players, item by item. Its just something alot of players don't think of when they here wipe is the technical reason for it. So, rock and a hard place on the wipe, sorry man. In all honesty though, almost all the playerbase thats talked about the wipe seems to be supportive, so it makes me more supportive of the decision. If we lose some players because of it (I'd prefer to not look for any new players at the moment while were are rebuilding), which in all honesty, is the reason why I only sent a message to was people already registered here), then I hope they find what they are looking for. I'm not going to let the fear of potentially losing players over something that has to be done to finish our product stop us from forward progress. As for a modular design, this is exactly what we are going for. The original mod was not made in this fashion, are we making it so. Currently, there are several phases to our rebuild. Phase 1: Initial area reconfiguration Phase 2: Global script standardization and core script bug fixing Phase 3: Encounters Phase 4: Loot Phase 5: Merchants Phase 6: Update to PRC 3.5 Phase 7: NPC's - Scripted NPC Quests We are currently working on Phase 2. So, you have plenty of time to make a character so you can grandfather him/her into the new mod to level 5 if you want to, its completely up to you if you'd like to do so. But, if you want to help, find things that need to be fixed. If its exploitable, PM Neo or myself. Has thought been turned to So does that mean I start a new toon in the currently running MOD and work my way up to level 5? or does that mean I go in and get enough exp to be level 5? or wait till the new mod goes live and then go in and start at level 5? I'd do what the rest of the players are doing that initially started without a character. Make one. Make several, find out which one you like the most, and let us know. We will grandfather him/her through.
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