Spawn bugs

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Blaze
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Re: Spawn bugs

Unread post by Blaze »

Steve wrote: Thu Sep 23, 2021 12:41 pm No dungeon, hellz, no adventuring should be soloable. That isn’t D&D, that’s single player CPRG. Which one can have—go fire up Mask of the Betrayer.

1. Playing on BGTSCC is your choice.
2. Choosing your Build is your choice.
3. Choosing your Character (RP) is your choice.

The way this Server is designed IS NOT your choice, unless you build it yourself (or contribute to it).

Find a way to balance those things for your own peace of mind!
Nwn2 servers are not PnP, BGTSCC, like other servers, is a persistent world. This means that you have 24 hour access to the server, that you have an unlimited resource of gold, xp and items (whether they are epic or not). So you have to go into this perspective to have a REAL view of the server and from there add details able to get closer to what is D&D and PnP.

Choices that fall on the server and that have an impact. A server without players ceases to exist and it is players that are the most precious resource of this server, including DMs who are or have been players. Although the server was not maded by those who are replying to this thread, many players continue to develop it by doing custom content, there are those who dedicate themselves to areas and those who provide events. So since this server is played by players, I think it is right that players give feedback and advice to improve the game environment, make it more realistic to PnP maybe, make it accessible to all those who have no way of being online 8 hours and instead they have 1 hour available to log in, giving way to have fun and spend time, whether it is in the company of other players or alone due to timezones.

This discussion was opened with the aim of avoiding something purely mechanical and making it more realistic, so as not to have an immersion break. No one has said to make epic areas accessible to all types of characters, especially if you are soloing. However, there are some details that would make this possible for a portion of players and archetypes that do not aim at powerbuilding, and I strongly doubt that this could harm the RP of other players because yo me personally it does not change anything if 10 players instead of 2 are able to solo a balor or a FGK.

I would have more to add on the ''alts discussion '' but I don't want to go offtopic, I just say that having many alts makes it difficult to have longterm goals capable of including other players, precisely because you see certain characters two weeks and then puff, they magically disappear.
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gedweyignasia
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Re: Spawn bugs

Unread post by gedweyignasia »

DaloLorn wrote: Thu Sep 23, 2021 1:06 pmI don't expect to have half the influence Ged and Valefort have on the server design
I don't actually have any influence; I'm just one of the ones who talks a lot outside of the dev chat. 😬
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Steve
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Re: Spawn bugs

Unread post by Steve »

Blaze wrote: Thu Sep 23, 2021 1:19 pm …I think it is right that players give feedback and advice to improve the game environment, make it more realistic to PnP maybe, make it accessible to all those who have no way of being online 8 hours and instead they have 1 hour available to log in, giving way to have fun and spend time, whether it is in the company of other players or alone due to timezones.
Oh, I agree entirely.

But what you are saying is far from the “My .001% build plus/minus RP can’t do what I want it to do, this the 99.999% is doing it wrong” attitude.

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DaloLorn
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Re: Spawn bugs

Unread post by DaloLorn »

gedweyignasia wrote: Thu Sep 23, 2021 1:30 pm
DaloLorn wrote: Thu Sep 23, 2021 1:06 pmI don't expect to have half the influence Ged and Valefort have on the server design
I don't actually have any influence; I'm just one of the ones who talks a lot outside of the dev chat. 😬
Oops, division by zero. I guess I expect to have infinite influence. :lol:
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zan5bar
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Re: Spawn bugs

Unread post by zan5bar »

In my opinion the real problem is here:

Distribution :
Level 0-5 areas : 16
Level 5-10 areas : 16
Level 10-15 areas : 15
Level 15-20 areas : 14
Level 20-25 areas : 13
Level 25-30 areas : 5

Leveling up until level 20 is quite fast and there's a lot of option to go and have an adventure. When you hit the epics leveling up becomes much slower and there's only a couple of areas where you can head without a group and survive (and make some profit). So you have to visit these same old areas over and over again. How boring is that? New areas have been created for early and mid levels but where's the love for epics? Most of these 20+ areas have been here almost from the beginning of this server. Doesn't anyone else find this strange especially if you consider that most of the character's lifetime is spent at epics levels? You don't have to keep making the fights more difficult. It is more variability that is needed.
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Rhifox
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Re: Spawn bugs

Unread post by Rhifox »

zan5bar wrote: Thu Sep 23, 2021 2:30 pm In my opinion the real problem is here:

Distribution :
Level 0-5 areas : 16
Level 5-10 areas : 16
Level 10-15 areas : 15
Level 15-20 areas : 14
Level 20-25 areas : 13
Level 25-30 areas : 5
Nailed it.
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Planehopper
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Re: Spawn bugs

Unread post by Planehopper »

Always accepting areas done well or interested builders.

There are two epic areas being designed at this point, I am certain future efforts will trend toward those levels.

That said, I enjoy low-mid levels personally and while there is a mad rush to epic content by some players, I've no interest in streamlining it or making that rush more enticing.
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Rhifox
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Re: Spawn bugs

Unread post by Rhifox »

Got plans for an epic area myself, too, but there's a lot on my plate atm.
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gedweyignasia
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Re: Spawn bugs

Unread post by gedweyignasia »

I'm planning an Epic-level area, but I'm stuck on the floor plan for one level. Can't figure out what to use the rooms for.
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DaloLorn
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Re: Spawn bugs

Unread post by DaloLorn »

Planehopper wrote: Thu Sep 23, 2021 3:34 pmThat said, I enjoy low-mid levels personally and while there is a mad rush to epic content by some players, I've no interest in streamlining it or making that rush more enticing.
The way zan5bar described it, it sounded like it was quite streamlined, with enough content to easily keep one sated until they did reach epics. (Mind you, a good deal of that content is either obscure or wackily balanced. Nobody visits the Gullykin crypts because even mid-epic parties need to be careful not to die, and get no rewards for their trouble. I'm not sure how many people even know about the hag cave, the bandit-infested ruins in the High Moor, or the Crystal Cave, and if you can run those and get a decent reward out of it, you'll most likely gravitate towards easier places like xvarts or the Nashkel mines anyway.)

And when they do hit epics? Their previously rapid level progression slows to a crawl, and the amount of playable maps is reduced to a fraction of what you might have gotten used to. The issue is compounded by the fact that zones that could have been challenging for epic PCs were deemed too easy to warrant either loot or XP. Gullykin is still appropriate for low-to-mid epics. The iron mines and the Crystal Cave can challenge level 30 parties just fine, but are officially labeled CR18. The illithid hive is probably an epic zone masquerading as a CR16 dungeon, based on how much trouble the "CR14" illithid mines give high-teen parties...
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