BGTSCC's Server Difficulty

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Valefort
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Re: BGTSCC's Server Difficulty

Unread post by Valefort »

First NWN2 calculates the value of items, it's tweakable through 2da settings, SR gold value can be adjusted and so on.

At shop level you can modify the following things :

Amount of gold the shop initially has
Black market items buying %
Market items selling %
Market items buying %
Identification price
Buy cap

At shopkeeper level you can modify the appraise score. When you open a shop there's an appraise roll vs the shopkeeper's appraise, +d10 for each, rerolled if your appraise score changed since last shop opening. The difference between the rolls is calculated and corresponds to a markup up to +30% or -30% of the price (if your appraise +d10 beats the merchant's appraise +d10 by 30 or more).

As you can see Appraise skill is already extremely valuable.

As for the choices they're clear, especially with muling tolerated, getting epic gear should be rather slow. It should take at the very least a good year to outfit your character with the best available items, then ideally more years to find perfect items through random loot generator.

If you think that's needlessly long bear in mind that items are the only mechanical growth your character can get once it reaches level 30, which is already extremely fast. Also bear in mind that perfect item sets are absolutely not needed for PvE. If you think they are in fact needed we're back to the original post of this topic indicating that the server is overly difficult.
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Re: BGTSCC's Server Difficulty

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gedweyignasia wrote: Sun Sep 05, 2021 7:51 am
MrSmith wrote: Sun Sep 05, 2021 7:48 am This server, like any community, will get the behaviors it rewards. Reward grinding and you will get more grinding. Reward RP and you will get more RP.
It's not simple to come up with a fair, reliable, stable system that rewards RP instead of grinding.
I agree. Simple is a word rarely used in conjunction with fair, reliable, and stable. :D
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Re: BGTSCC's Server Difficulty

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Valefort wrote: Sun Sep 05, 2021 7:58 am ...getting epic gear should be rather slow. It should take at the very least a good year to outfit your character with the best available items, then ideally more years to find perfect items through a random loot generator.
Any player can already outfit their character with epic gear within 30 days or less... Why? Because players would rather sell epic gear for ~2,000 - xxx,000 gold pieces than 1,400 gold pieces on the auction. Players know the value of their time and already elect to not settle for a mere fraction of its value. This devalues epic gear over time.
Valefort wrote: Sun Sep 05, 2021 7:58 am If you think that's a needlessly long bear in mind that items are the only mechanical growth your character can get once it reaches level 30, which is already extremely fast.
Valefort wrote: Sun Sep 05, 2021 7:58 am Also bear in mind that perfect item sets are absolutely not needed for PvE.
These are value judgments, which are as individual as the person making them... You are neither right nor wrong.

Valefort wrote: Sun Sep 05, 2021 7:58 am If you think they are in fact needed we're back to the original post of this topic indicating that the server is overly difficult.
:D This is also a value judgment. There are no right or wrong answers because there are too many variables to ever be absolute.
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Re: BGTSCC's Server Difficulty

Unread post by Hoihe »

Valefort wrote: Sun Sep 05, 2021 7:58 am First NWN2 calculates the value of items, it's tweakable through 2da settings, SR gold value can be adjusted and so on.

At shop level you can modify the following things :

Amount of gold the shop initially has
Black market items buying %
Market items selling %
Market items buying %
Identification price
Buy cap

At shopkeeper level you can modify the appraise score. When you open a shop there's an appraise roll vs the shopkeeper's appraise, +d10 for each, rerolled if your appraise score changed since last shop opening. The difference between the rolls is calculated and corresponds to a markup up to +30% or -30% of the price (if your appraise +d10 beats the merchant's appraise +d10 by 30 or more).

As you can see Appraise skill is already extremely valuable.

As for the choices they're clear, especially with muling tolerated, getting epic gear should be rather slow. It should take at the very least a good year to outfit your character with the best available items, then ideally more years to find perfect items through random loot generator.

If you think that's needlessly long bear in mind that items are the only mechanical growth your character can get once it reaches level 30, which is already extremely fast. Also bear in mind that perfect item sets are absolutely not needed for PvE. If you think they are in fact needed we're back to the original post of this topic indicating that the server is overly difficult.
In ways, they are needed.

Many areas have creatures with AB over 30, sometimes reaching into 38.

These are not singular boss creatures, these are generic trash mobs. Often spawning in groups, too.

Even in a party, if you play a front-liner you will want 50-55 AC. Not all mages can or want to spend all their ward slots on buffing up all frontliners, so you either use UMD or just get whacked to death by enemies hitting you very, very often.


My own front-line build needs 2 more items to be buff independent: A +4 amulet of natural AC (+1 AC, costs ~500K gold), a +4 helmet of Intelligence (+1 AC, +2 damage, costs ~500K gold). Due to wands, potions of Heal, RP expenses, consumables in DM events... In the past 3 years I've never broke the 200K gold limit. In the past 3 years, I sought to acquire these items.

Beyond these, I'll need to spend around 600K on a waterdhavian ring + Belt of Growth to not fail all the Save or Lose spells.

Soloing the frost giants, even with perfect play, can cost me thousands of gold a run due to traps/mages needing potions of Heal to counter, + IMA.
Soloing the fire giants, even with perfect play, can cost me thousands of gold due to the fire elementals and mages needing Heal/Mantle to counter, +IMA.
Soloing Nashkel Iron mines, if I slip up with HiPS dodge, can cost me 500 gold for a Spell breach to kill the fire devil (avoiding boss).
Reaching Woods I gave up on soloing due to consistently bad loot luck.
Ziggurat is one area I can solo by only spending around 500 gold (PfE scroll, IMA scroll, Keen edge) and no issues with mage spawns.
The yuan-ti I avoid due to dispel spam + Death ward requirement.
Durlag's is doable with an IMA scroll and poison immunity (avoiding challenges)



The ziggurat is a good example of a good area, I believe.

Even the boss is great, due to how it has weaknesses you can focus down rather than blanket immunities/powers.

We need more Ziggurats, less Frost/Fire giant mages.

And the above is only doable because I have multiple end-game/epic gear (+4 boots, rare rapier drop, +3 nat/+will save amulet).

Imagine someone who is not playing a wacky powerbuild that can hit 63 AC unbuffed, that doesn't have Expose Weakness, a vamp 3 rapier, HiPS dodge to deal with mages, str drain on crit combined with HiPS giving even more invisible AC...

It's possible that even with my gear, they will be spending far more to deal with the cited areas than I do.

Like, I can solo just fine. Handle areas just fine. So please, no "let me give you advice."

I just realize how ridiculous the extent I have to go to to just barely, stressfully, play the game when there's nobody online to meaningfully interact with. And then it takes to just stop and think "What if I didn't have X" and consider if it's still possible to do things.
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Re: BGTSCC's Server Difficulty

Unread post by YYA »

I had a wisdom based Ranger that soloed the Troll Cave in Troll Claw Fjord until she reached level 30. She kept buying elemental damage arrows, so no expenditure free. But she could engage from a far, pepper Trolls with Manyshot and Arrow Split damage, while the buffed up animal companion tanked for her. Shift Tracking allowed her to see where the next troll waited.

Now, I have not been there yet, so I do not know if they have changed the area from those days... But getting money is not always about boss chests. It is about selling whatever loot you find and minimizing your expenditures.
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Re: BGTSCC's Server Difficulty

Unread post by Tanlaus »

YYA wrote: Sun Sep 05, 2021 3:09 am
Tanlaus wrote: Sat Sep 04, 2021 6:31 pm I would put most of the blame on the bgtscc encounter design meta. Most opponents are punching bags with inflated HP and saves.

Adding more casters with CC spells, sneaks with HiPS, opponents who have knock down, haste and/or dimension door to counter kiting, warrior types with higher AB and/or AC, will make the grind more difficult and resource intensive.

It will also make areas more difficult in some respects, but if variety is balanced by lowering the inflated HP and saving throws it will also allow for more variety in player builds. Especially casters.
*Claps hands together.* This has been tried before, and everyone hated it.

And actually, there is an area just like it on the server already, the Stonespear Cave in the Goblin Lakes of the Underdark. Roll a new character, a role-play character with no negative ability score modifiers and an unoptimized build, do no muling of equipment, no partying because usually there are no players in the Underdark to level up with, and try to give that area a fresh run as if you had never played the game before. You know, level up from scratch, and get back to me when you have soloed both levels. That area has spellcasters with Haste, Bigby Five, it has mobs that will abuse HiPS to land sneak attacks and break combat, it has mobs that will use knockdown, and if the casters get their chance to buff up, they will have AC of 35~... This area can be soloed, I have done it, and the two areas have many chests indeed to be looted, however, it does require a powerbuild of sorts to be done alone and even then some powerbuilds will struggle far more than others.
I primarily play in the UD and do not mule items while leveling, though I will swap gear between 30s if I find something on one character another can use.

So I’m intimately familiar with the Stonefire Goblin caves. In fact I leveled a half drow pure rogue through there. Especially harsh because I didn’t have that lovely drow SR to count on. And being UD most of it was solo. You have to work to make a build weaker than a pure rogue.

Split groups when I could by throwing darts to draw them. Set traps I recovered from chests (never spent money on traps just always revived from every chest I passed) to kill or weaken them. Threw fire or acid bombs into small rooms where it was difficult to draw them out.

The casters (Stonefire adepts IIRC) go down pretty fast you hit them before they buff. And if you don’t have the spot skill for the shadow dancer chief some gear and a potion of clarity will do.

That place- in my opinion- is one of the more fun areas to play. Better than say the Tar Pits which is all high HP, high DR (the cubes) creatures with no variety to them.

What you cannot do in the Stonefire Caves is charge in and start swinging. But if you approach the encounters carefully they can all be overcome, even by a solo no-HIPS rogue.

So yes, I do think places like that are a better design. I think gameplay that doesn’t just encourage ‘buff up and charge’ is more engaging and ultimately less grindy. It allows CC and AoE spells to work because Dave’s and HP are not always through the roof. It also cuts down on the UMD dependency somewhat since fighting becomes more than just making sure you can outlast your long lasting opponents.

Right now the issue is power builds vs everyone else. And the general design encourages a certain type of build while punishing others. I say punish everyone equally 😀

Or more seriously, allow for a variety so skills, strategies and tactics so that buff, extended haste and charge isn’t the ideal way to approach pretty much everything.
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Re: BGTSCC's Server Difficulty

Unread post by YYA »

Tanlaus wrote: Sun Sep 05, 2021 12:46 pmSo yes, I do think places like that are a better design. I think gameplay that doesn’t just encourage ‘buff up and charge’ is more engaging and ultimately less grindy. It allows CC and AoE spells to work because Dave’s and HP are not always through the roof. It also cuts down on the UMD dependency somewhat since fighting becomes more than just making sure you can outlast your long lasting opponents.
And what do the buffs do once again? Oh yeah, they provide the caster classes a wide variety of immunities. Thus, unless this server is filled with literal 'Anti-Magic' zones, the supposedly more interesting game-play will be nothing more than yet another 'roflestomp' for the caster classes. Which is what happened when it was tried on the surface, and the fourth level of Cloakwood mines used to be a literal deathtrap for anyone who wasn't buffed up to high heaves with every single immunity. Crowd Control spells are useless for the mobs, because player casters have their Freedoms of Movements, AoE spells are useless because of Water domain clerics and Shadowdancing arcanists, etc, etc. Not everyone wants to play a caster, not everyone wants to abuse UMD to high heaven...

And speaking of which, today I went around to run in the Wyverns with a character with 24+ fortitude save, and no Steadfast Determination. You roll one, once, and you just get poisoned. You literally fight against thousand Wyverns, you will get poisoned unless you have that flat out immunity.
Tanlaus wrote: Sun Sep 05, 2021 12:46 pmOr more seriously, allow for a variety so skills, strategies and tactics so that buff, extended haste and charge isn’t the ideal way to approach pretty much everything.
Well, implement the easy mode areas, and you will have exactly that.
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Re: BGTSCC's Server Difficulty

Unread post by MrSmith »

Tanlaus wrote: Sun Sep 05, 2021 12:46 pm
YYA wrote: Sun Sep 05, 2021 3:09 am
Tanlaus wrote: Sat Sep 04, 2021 6:31 pm I would put most of the blame on the bgtscc encounter design meta. Most opponents are punching bags with inflated HP and saves.

Adding more casters with CC spells, sneaks with HiPS, opponents who have knock down, haste and/or dimension door to counter kiting, warrior types with higher AB and/or AC, will make the grind more difficult and resource intensive.

It will also make areas more difficult in some respects, but if variety is balanced by lowering the inflated HP and saving throws it will also allow for more variety in player builds. Especially casters.
*Claps hands together.* This has been tried before, and everyone hated it.

And actually, there is an area just like it on the server already, the Stonespear Cave in the Goblin Lakes of the Underdark. Roll a new character, a role-play character with no negative ability score modifiers and an unoptimized build, do no muling of equipment, no partying because usually there are no players in the Underdark to level up with, and try to give that area a fresh run as if you had never played the game before. You know, level up from scratch, and get back to me when you have soloed both levels. That area has spellcasters with Haste, Bigby Five, it has mobs that will abuse HiPS to land sneak attacks and break combat, it has mobs that will use knockdown, and if the casters get their chance to buff up, they will have AC of 35~... This area can be soloed, I have done it, and the two areas have many chests indeed to be looted, however, it does require a powerbuild of sorts to be done alone and even then some powerbuilds will struggle far more than others.
Or more seriously, allow for a variety so skills, strategies, and tactics so that buff, extended haste, and the charge isn’t the ideal way to approach pretty much everything.
Extended Haste is the bane of any good adventure...
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Re: BGTSCC's Server Difficulty

Unread post by Tanlaus »

YYA wrote: Sun Sep 05, 2021 1:13 pm
Tanlaus wrote: Sun Sep 05, 2021 12:46 pmSo yes, I do think places like that are a better design. I think gameplay that doesn’t just encourage ‘buff up and charge’ is more engaging and ultimately less grindy. It allows CC and AoE spells to work because Dave’s and HP are not always through the roof. It also cuts down on the UMD dependency somewhat since fighting becomes more than just making sure you can outlast your long lasting opponents.
And what do the buffs do once again? Oh yeah, they provide the caster classes a wide variety of immunities. Thus, unless this server is filled with literal 'Anti-Magic' zones, the supposedly more interesting game-play will be nothing more than yet another 'roflestomp' for the caster classes. Which is what happened when it was tried on the surface, and the fourth level of Cloakwood mines used to be a literal deathtrap for anyone who wasn't buffed up to high heaves with every single immunity. Crowd Control spells are useless for the mobs, because player casters have their Freedoms of Movements, AoE spells are useless because of Water domain clerics and Shadowdancing arcanists, etc, etc. Not everyone wants to play a caster, not everyone wants to abuse UMD to high heaven...

And speaking of which, today I went around to run in the Wyverns with a character with 24+ fortitude save, and no Steadfast Determination. You roll one, once, and you just get poisoned. You literally fight against thousand Wyverns, you will get poisoned unless you have that flat out immunity.
Tanlaus wrote: Sun Sep 05, 2021 12:46 pmOr more seriously, allow for a variety so skills, strategies and tactics so that buff, extended haste and charge isn’t the ideal way to approach pretty much everything.
Well, implement the easy mode areas, and you will have exactly that.
I mean, the fact that you’re fighting a thousand wyvrens is the problem. They are relatively easy to kill, no surprises in how you fight them, and it’s easy enough to carry a stack of remove poison potions for when you do get poisoned.

Wyvrens are easy mode. And it’s one of the more popular areas where people run circles for quick XP gains.

I see encounter design and complaints about the server catering more to building than RP as two sides of the same coin. High AC, saves, melee DPS is the best way to beat wyvrens and pretty much everything else in the server because most encounters are a war of attrition.

I don’t mean this as a personal attack because running circles through wyvrens is absolutely a popular way to level for everyone but I find it somewhat disingenuous for people to complain about lack of opportunity for RP focused builds while running endless wyvren killing loops.
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Re: BGTSCC's Server Difficulty

Unread post by Tanlaus »

MrSmith wrote: Sun Sep 05, 2021 1:47 pm
Tanlaus wrote: Sun Sep 05, 2021 12:46 pm
YYA wrote: Sun Sep 05, 2021 3:09 am
*Claps hands together.* This has been tried before, and everyone hated it.

And actually, there is an area just like it on the server already, the Stonespear Cave in the Goblin Lakes of the Underdark. Roll a new character, a role-play character with no negative ability score modifiers and an unoptimized build, do no muling of equipment, no partying because usually there are no players in the Underdark to level up with, and try to give that area a fresh run as if you had never played the game before. You know, level up from scratch, and get back to me when you have soloed both levels. That area has spellcasters with Haste, Bigby Five, it has mobs that will abuse HiPS to land sneak attacks and break combat, it has mobs that will use knockdown, and if the casters get their chance to buff up, they will have AC of 35~... This area can be soloed, I have done it, and the two areas have many chests indeed to be looted, however, it does require a powerbuild of sorts to be done alone and even then some powerbuilds will struggle far more than others.
Or more seriously, allow for a variety so skills, strategies, and tactics so that buff, extended haste, and the charge isn’t the ideal way to approach pretty much everything.
Extended Haste is the bane of any good adventure...
I’ve brought this up before and absolutely agree. Nobody does anything but grab loot and rush towards the next fight when the haste timer is ticking. It absolutely kills RP inside dungeons.

I doubt it is anything that will change, but yes, I agree.
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Re: BGTSCC's Server Difficulty

Unread post by c2k »

The real solution to this is quite unattainable at this point in the server's life. You would need to wipe the vault, cap the server at level 20, re-balance the items accordingly, etc. Even if a majority of the players wanted it, I doubt staff would want to dedicate the time to implement it, because it would require a lot of work considering all the scaling back needed.
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Re: BGTSCC's Server Difficulty

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c2k wrote: Sun Sep 05, 2021 2:23 pm The real solution to this is quite unattainable at this point in the server's life. You would need to wipe the vault, cap the server at level 20, re-balance the items accordingly, etc. Even if a majority of the players wanted it, I doubt staff would want to dedicate the time to implement it, because it would require a lot of work considering all the scaling back needed.
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Re: BGTSCC's Server Difficulty

Unread post by YYA »

Tanlaus wrote: Sun Sep 05, 2021 2:01 pmI mean, the fact that you’re fighting a thousand wyvrens is the problem. They are relatively easy to kill, no surprises in how you fight them, and it’s easy enough to carry a stack of remove poison potions for when you do get poisoned.
That is a stack of Antidote potions, in addition to a stack of Lesser Restorations to get rid of the constitution damage you have already accumulated. My character had neither with him, and it is just one of those lessons one has to learn and recall through experience.
Tanlaus wrote: Sun Sep 05, 2021 2:01 pmWyvrens are easy mode. And it’s one of the more popular areas where people run circles for quick XP gains.
Get that Steadfast Determination with high Fortitude save progression, and you are immune to poison and disease. And apparently Hoihe sent me a discord message how there are things like 'Grapes' and 'Ointments' that give temporary immunity to poison, and how the server has a custom change where Remove Poison apparently provides a temporary immunity to poison. News to me, to be honest. Which once again circles right back to knowing exactly what to do. For example, if you are a Ranger with Manyshot you can quite easily wipe out every single Wyvern long before those have even been given a chance to approach, and thus perhaps even avoid the need to acquire any such immunity in the first place.

But let us imagine that someone without this prior knowledge, someone without these necessary precautions, goes and fights the Wyverns. The combat log slides endlessly with new lines of combat information, getting poisoned is but blue flash in the log, and then the poison damage starts to tick in, and does ever more damage with each tick of the poison, until instead of having hundreds of hit points, your character only has twenty or so. A Wyvern lands a single hit, and then you notice your character is on the red, you try to flee and heal, but then the Wyvern rolls a natural twenty and you are met with a loading screen. It is not hard to imagine how a player might look at the end of the combat log, and simply decide to never fight these Wyverns again. Especially if they are not aware of the game mechanics, or custom server changes.
Tanlaus wrote: Sun Sep 05, 2021 2:01 pmI see encounter design and complaints about the server catering more to building than RP as two sides of the same coin. High AC, saves, melee DPS is the best way to beat wyvrens and pretty much everything else in the server because most encounters are a war of attrition.
And it still doesn't change the fact that no matter what tools you give to the mobs, as long as there are dedicated casters, these casters are able to layer themselves with one immunity on top of another, and thus the war of attrition has not gone anywhere. You have just made things harder for anyone without UMD or a full caster level spell book. And the question is, do these other people wish to struggle playing a role-play concept character, or will they simply RCR into something else that offers them far easier time? You may enjoy the challenge of Stonespear Cave of the Underdark, but as for me the only reason I have taken my Underdark character there is simply that the area has more chests than the Troglodyte part of the Underdark, and the chests in the Stonespear cave do not always come with traps that can deal 100+ damage. (Both areas should be about CR9.)
Tanlaus wrote: Sun Sep 05, 2021 2:01 pmI don’t mean this as a personal attack because running circles through wyvrens is absolutely a popular way to level for everyone but I find it somewhat disingenuous for people to complain about lack of opportunity for RP focused builds while running endless wyvren killing loops.
I have not taken it as in insult, and I do not see why anyone should. But the fact is, we are playing a video game, and part of playing a video game is the sensation of progression. You go up levels, you acquire new things and tools, of which some are far more useful than others, and that is part of the fun. Oh, and once my character got reduced down to 23 hit points, for the second time, my character was largely just sitting in the middle of the map and thinking how he did not wish to anger these engines of destruction and just scurried off. And anyhow, these days: when you grind an area long enough, eventually you might trigger a boss spawn after which no further mobs are spawned in. It gives that chance to breath, talk about the feat achieved, etc.

---

As for another source of difficulty on the server, I would point a finger at the Scrying Tool, because in its earlier iterations it actually showed a character's level, but due to complaints that people used it to meta-game characters, etc, the level on the scrying tool was simply changed to a level range. * for 1-10, ** for 11-20, and *** for level 21-30. Before, it was easy to see to the levels, and if you had no clue what to do on this server, you could just open up the scrying tool and have a look at where people of your level have all gone by after the Hill-Tops and whatever. This allows a new player to ask for directions from just about any other player, and continue character progress. But now, all you see are those asterisks. Your character might be level ten, *, and you might see someone with, **, looking for party, but is that someone closer to level 10 or 20 -- you do not know without first sending a tell asking about it. There is no harm done asking about these things, it is a polite community. But let us say that someone just gets unlucky couple of days in a row, the polite people give tips where to head, you decide to try it out all on your own, and then you hit a hard wall. A role-play gimmick build cannot solo one area or another, and come the next server reset, it might be a player's first complete RCR.

Easy mode areas would be a good addition to the server. Set in a row of sorts, so there is some form of logical progression even to a player who knows nothing.
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Re: BGTSCC's Server Difficulty

Unread post by Tanlaus »

YYA wrote: Sun Sep 05, 2021 3:06 pm
Tanlaus wrote: Sun Sep 05, 2021 2:01 pmI mean, the fact that you’re fighting a thousand wyvrens is the problem. They are relatively easy to kill, no surprises in how you fight them, and it’s easy enough to carry a stack of remove poison potions for when you do get poisoned.
That is a stack of Antidote potions, in addition to a stack of Lesser Restorations to get rid of the constitution damage you have already accumulated. My character had neither with him, and it is just one of those lessons one has to learn and recall through experience.
Tanlaus wrote: Sun Sep 05, 2021 2:01 pmWyvrens are easy mode. And it’s one of the more popular areas where people run circles for quick XP gains.
Get that Steadfast Determination with high Fortitude save progression, and you are immune to poison and disease. And apparently Hoihe sent me a discord message how there are things like 'Grapes' and 'Ointments' that give temporary immunity to poison, and how the server has a custom change where Remove Poison apparently provides a temporary immunity to poison. News to me, to be honest. Which once again circles right back to knowing exactly what to do. For example, if you are a Ranger with Manyshot you can quite easily wipe out every single Wyvern long before those have even been given a chance to approach, and thus perhaps even avoid the need to acquire any such immunity in the first place.

But let us imagine that someone without this prior knowledge, someone without these necessary precautions, goes and fights the Wyverns. The combat log slides endlessly with new lines of combat information, getting poisoned is but blue flash in the log, and then the poison damage starts to tick in, and does ever more damage with each tick of the poison, until instead of having hundreds of hit points, your character only has twenty or so. A Wyvern lands a single hit, and then you notice your character is on the red, you try to flee and heal, but then the Wyvern rolls a natural twenty and you are met with a loading screen. It is not hard to imagine how a player might look at the end of the combat log, and simply decide to never fight these Wyverns again. Especially if they are not aware of the game mechanics, or custom server changes.
Tanlaus wrote: Sun Sep 05, 2021 2:01 pmI see encounter design and complaints about the server catering more to building than RP as two sides of the same coin. High AC, saves, melee DPS is the best way to beat wyvrens and pretty much everything else in the server because most encounters are a war of attrition.
And it still doesn't change the fact that no matter what tools you give to the mobs, as long as there are dedicated casters, these casters are able to layer themselves with one immunity on top of another, and thus the war of attrition has not gone anywhere. You have just made things harder for anyone without UMD or a full caster level spell book. And the question is, do these other people wish to struggle playing a role-play concept character, or will they simply RCR into something else that offers them far easier time? You may enjoy the challenge of Stonespear Cave of the Underdark, but as for me the only reason I have taken my Underdark character there is simply that the area has more chests than the Troglodyte part of the Underdark, and the chests in the Stonespear cave do not always come with traps that can deal 100+ damage. (Both areas should be about CR9.)
Tanlaus wrote: Sun Sep 05, 2021 2:01 pmI don’t mean this as a personal attack because running circles through wyvrens is absolutely a popular way to level for everyone but I find it somewhat disingenuous for people to complain about lack of opportunity for RP focused builds while running endless wyvren killing loops.
I have not taken it as in insult, and I do not see why anyone should. But the fact is, we are playing a video game, and part of playing a video game is the sensation of progression. You go up levels, you acquire new things and tools, of which some are far more useful than others, and that is part of the fun. Oh, and once my character got reduced down to 23 hit points, for the second time, my character was largely just sitting in the middle of the map and thinking how he did not wish to anger these engines of destruction and just scurried off. And anyhow, these days: when you grind an area long enough, eventually you might trigger a boss spawn after which no further mobs are spawned in. It gives that chance to breath, talk about the feat achieved, etc.

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As for another source of difficulty on the server, I would point a finger at the Scrying Tool, because in its earlier iterations it actually showed a character's level, but due to complaints that people used it to meta-game characters, etc, the level on the scrying tool was simply changed to a level range. * for 1-10, ** for 11-20, and *** for level 21-30. Before, it was easy to see to the levels, and if you had no clue what to do on this server, you could just open up the scrying tool and have a look at where people of your level have all gone by after the Hill-Tops and whatever. This allows a new player to ask for directions from just about any other player, and continue character progress. But now, all you see are those asterisks. Your character might be level ten, *, and you might see someone with, **, looking for party, but is that someone closer to level 10 or 20 -- you do not know without first sending a tell asking about it. There is no harm done asking about these things, it is a polite community. But let us say that someone just gets unlucky couple of days in a row, the polite people give tips where to head, you decide to try it out all on your own, and then you hit a hard wall. A role-play gimmick build cannot solo one area or another, and come the next server reset, it might be a player's first complete RCR.

Easy mode areas would be a good addition to the server. Set in a row of sorts, so there is some form of logical progression even to a player who knows nothing.
I mean, yes. If you play on this server for awhile you learn how to fight the opponents you come across. That's part of playing a game, any game really, not just this one.

Also yes, a role play gimmick character cannot solo most areas on their own... however again I soloed a pure rouge from 1 - 30 in the UD so I think it can be done, it just takes a lot more patience and careful consideration of what you are fighting and how to fight them. But the main point is, why should the character who gives away all their coin to charity be able to solo to 30? If you want to play that character, play it. But make allies. To echo a previously stated position, the server does not forbid solo play, but it does not actively cater to it either.

And as for the fully buffed caster or kiting ranger, yes, that is a problem. But as I've been saying it's a problem with the meta. When the majority of encounters boil down to high HP/saving throw opponents who have no option but to charge then there are definitely easy mode builds to play. But maybe the difference between our points of view is that I don't see that as a solution but part of the problem.

And just to be clear this is 100% my opinion as a player. My QC role is just about testing to see if things are broken or not. I'm not a dev and have no influence on game design.
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YYA
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Re: BGTSCC's Server Difficulty

Unread post by YYA »

Tanlaus wrote: Sun Sep 05, 2021 3:41 pmAlso yes, a role play gimmick character cannot solo most areas on their own... however again I soloed a pure rouge from 1 - 30 in the UD so I think it can be done, it just takes a lot more patience and careful consideration of what you are fighting and how to fight them. But the main point is, why should the character who gives away all their coin to charity be able to solo to 30? If you want to play that character, play it. But make allies. To echo a previously stated position, the server does not forbid solo play, but it does not actively cater to it either.
I could solo a pure Rogue -- or just about any build -- from 1 to 30 in the Underdark, without fighting a single thing along the way, and it would take roughly a year of logging in once in every eight days or so in order to purchase a full stack of invisbility potions, and one potion of haste, before initiating most of the repeatable quests of the Underdark. I would use those invisibility potions to reach the quest destinations as fast as possible, and I would use the potion of haste to flee from a certain boss monster, and the whole thing could be done in just 30 to 60 minutes, where most of the time is actually spent watching the next area load in. There are players who will actually fight the monsters in the Underdark, and over the years there have been many more who have simply found it too difficult, and thus there are Underdark characters that will only log in if there is something for them to do: either to participate in a DM event, or potential PvP conflict if the players has not been turned off by it already, or just to run those weekly quests, before logging out and switching right back to a surface character. And I am not pointing fingers here, I am just trying to state how it has been quite a while. So how should I put it, it is not the most riveting gameplay in all due honesty. I suppose the server could lower the repeatable quest experience, and in turn even fewer players would have that small incentive to create an Underdark character in the first place, and the few that would remain are simply the ones with builds that can solo the content from level 1 to 30. You can always try to make allies, but if you are the lone Underdark player while everyone else sits at the surface... Let us just say that there are some mechanical obstacles in the way.

Which is why I am have suggested for easy mode areas to be added into Underdark as well. Perhaps the near epic, or epic easy mode area could have some surface elf raiders to fight, you know, black archers.
Tanlaus wrote: Sun Sep 05, 2021 3:41 pmAnd as for the fully buffed caster or kiting ranger, yes, that is a problem. But as I've been saying it's a problem with the meta. When the majority of encounters boil down to high HP/saving throw opponents who have no option but to charge then there are definitely easy mode builds to play. But maybe the difference between our points of view is that I don't see that as a solution but part of the problem.
And once again, you fight a thousand Wyverns, you fight a thousand Basilisks, and you will die unless you have the appropriate immunity, and the moment you have the immunity, the only way to implement challenge is by increasing hitpoints and the base saves. Thus, there is a mechanical incentive to make characters that have as many immunities as possible, in addition to either being able to overcome high saves or hit pools, and these build abilities do not vanish when these players participate in Dungeon Master events. Thus in order for a Dungeon Master to provide challenge, the big bad bosses get either inflated to high heaves with immunity to everything, or they just evaporate in a round or two. Thus when it comes to role-play gimmick builds, they struggle with most of the current server content, and should combat arise in a Dungeon Master event, well, they are not going to do great there either. And personally, back when the Dreadmaster of Bane was added, I thought long and hard about creating such a character, and I gave up on the almost right away. I was not looking forward to discover the exact percentage of enemies that are immune to mind affecting, simply to nerf Hold and Dominate Monster spells, and I was not looking forward to encountering other players as every Harry, Tom, and Nick has their Fear immunity from one source or another, which would leave no other avenue outside of specifically requested DM events for a Dreadmaster to actually spread dread. I suppose the Helmed Horror Cohort will be okay when slaying trolls, when it is fully buffed up as a cleric.

And you know, I do not hold any high hopes that the addition of Easy Mode areas will instantly change the culture of powerbuilding that exists here, there will be characters that are frankly immune to everything, but at least the characters with role-play gimmick builds could have something else to do aside from logging in every eight days or so to rush through the repeating quests. And if there exists easy mode areas, why not create a few epic hard mode areas as well?
If you are offended by what I said have said above, I have recieved my last warning, I have discussed Intuitive Attack, so report - for I do not mind. Getting me banned is nothing special, it happens every week. But you could also choose not to be offended, this place needs more banter, your choice.
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