A suggestion about difficulty

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Invoker
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Re: A suggestion about difficulty

Post by Invoker »

Fumbles wrote: Sat Sep 05, 2026 7:30 am Its probably best to have solo areas, duo areas, and party areas, obviously with party areas providing greater rewards, but in quantity rather than quality.

Trying to balance only for party play just creates a gigantic arms race as players become obligated to cheese the game to make it playable whenever a suitable team can't be found for whatever reason, which given the nature of NWN going to be quite common. Designing every dungeon around the assumption that everyone is going to have a group at all times kind of undermines one of NWN's greatest advantages over tabletop; being able to play it when you can't get a group together. And realistically most people will party when they have opportunity to do so. There really is no reason to try stop people from soloing especially with a small community that spans a lot of different time zones.

But solo oriented dungeons produce the effect of all the mobs getting killed before you can even get to them and people asking "why I am I even here when the tank with the meta build can just mop up?", which makes them utterly unsuitable for party play, which will always be preferred when the opportunity presents itself. Which is why I advocate for making solo and party designated areas. It accommodates both needs well and makes it easier to balance when only one party size is needed to be balanced around per location. As for duo areas, it makes sense to have some especially in high epics since duos are probably the most common team type for obvious reasons.

That said, swarms do make soloing hard because of the sheer numbers of 20s rolled, especially for melee builds which are the best PVE builds right now anyway.

As for rewards like loot and XP its probably better to make the quantity the difference between party and solo areas so as to keep solo locations worth doing when there are no teams to join and to not disadvantage players who can't play at the best hours.
This is an interesting take.

Indulge me in a quick test, if you please, I want to see how much your perception differs from mine.

Let's take a few epic areas, Surface and UD:

- Frost Keep in the Cloudpeaks
- Graypeaks
- Oghrann Ruins Interior
- Forgotten City Part I & II
- Pirate Island
- Corm Orp Friendly Orcs
- The Vault of the Dead

Which ones of these would you consider "solo areas", and which ones "party areas"?

And, on the "melee builds best PVE builds" part...which melee builds do you have in mind? In my opinion, there are a wide variety of builds that work wonders at the moment, be it melee with magic, melee with consumables, melee with magic and consumables, archers, non-melee casters...Maybe I can come up with some ideas you might find interesting, if you want something different.
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Riddance
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Re: A suggestion about difficulty

Post by Riddance »

From my experience on those locations, I'd say...
Invoker wrote: Sun Sep 06, 2026 4:21 am Frost Keep in the Cloudpeaks

That can be solo'able by epic characters
Invoker wrote: Sun Sep 06, 2026 4:21 am - Graypeaks
- Oghrann Ruins Interior
- Forgotten City Part I & II
- Pirate Island
- Corm Orp Friendly Orcs
- The Vault of the Dead
And those one definetly need a good party with dedicated tank and healer + 2-3 really good damage dealers to make life easier for first two
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Re: A suggestion about difficulty

Post by Invoker »

Riddance wrote: Sun Sep 06, 2026 4:26 am From my experience on those locations, I'd say...
Invoker wrote: Sun Sep 06, 2026 4:21 am Frost Keep in the Cloudpeaks

That can be solo'able by epic characters
Invoker wrote: Sun Sep 06, 2026 4:21 am - Graypeaks
- Oghrann Ruins Interior
- Forgotten City Part I & II
- Pirate Island
- Corm Orp Friendly Orcs
- The Vault of the Dead
And those one definetly need a good party with dedicated tank and healer + 2-3 really good damage dealers to make life easier for first two
I see.

While the Forgotten City is a bit character-dependant for soloing, and the Pirate Island and Corm Orp Orcs are very long dungeons that love a party, I have to say...I am surprised to see the Oghrann, Graypeaks and Vault classified as such, because I recently soloed them (even though Graypeaks are a bit weird in that, since there can always be the 6x consecutive 20 rolls from the ninja triple Spear giant dealing 150 dmg/crit that can cause trouble...).

Which character do you play?
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Re: A suggestion about difficulty

Post by Riddance »

Invoker wrote: Sun Sep 06, 2026 4:44 am Graypeaks and Vault classified as such
All I can say is that none of my characters are power builds. The only way Nicho can, in theory, solo Graypeaks is by never breaking stealth - and I know for good that his DPS will not be good enough to survive bosses of the location

Landar, also in theory, can solo Vault of the Dead, but only if Tymora smiles at him and give all undead there nat1s on saves vs disrupting mace. Otherwise it will be a very tough battle and he will run out of spells somewhere near mid of it

As for Ogharn Ruins and Forgotten City - never tried them, but from what I know they are hard asf, so was making my assumption from there

But of course there will be guys with builds that rock 250+ dmg per attack with no consumables to use, so of couse they can solo entire server if wanted to, so it's a bit of question whether such builds should be even considered in balancing questions. It's like... we are trying to tweak the gun range for guys with pistols and ARs, do we need to even think about guys who bring nuke to it?
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Invoker
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Re: A suggestion about difficulty

Post by Invoker »

Riddance wrote: Sun Sep 06, 2026 5:00 am
Invoker wrote: Sun Sep 06, 2026 4:44 am Graypeaks and Vault classified as such
All I can say is that none of my characters are power builds. The only way Nicho can, in theory, solo Graypeaks is by never breaking stealth - and I know for good that his DPS will not be good enough to survive bosses of the location

Landar, also in theory, can solo Vault of the Dead, but only if Tymora smiles at him and give all undead there nat1s on saves vs disrupting mace. Otherwise it will be a very tough battle and he will run out of spells somewhere near mid of it

As for Ogharn Ruins and Forgotten City - never tried them, but from what I know they are hard asf, so was making my assumption from there

But of course there will be guys with builds that rock 250+ dmg per attack with no consumables to use, so of couse they can solo entire server if wanted to, so it's a bit of question whether such builds should be even considered in balancing questions. It's like... we are trying to tweak the gun range for guys with pistols and ARs, do we need to even think about guys who bring nuke to it?
It's a valid argument.

Personally speaking, I think server difficulty should be calibrated on midrange builds, but not everyone's "midrange" is the same, conceptually.

For instance, I can solo some of those areas on a DC wizard and a Gish that many would consider quite underwhelming, but compared to your builds they might be very powerful.

It's not an easy problem to solve, without taking away fun and agency from some players.
This twisted culture got you feeding from its hand
But you will lose that food if you don't meet all their demands
And loyal is the soldier that gets slaughtered with the lambs
Examining the blueprints got you questioning the plans
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Re: A suggestion about difficulty

Post by Fumbles »

Invoker wrote: Sun Sep 06, 2026 4:21 am This is an interesting take.

Indulge me in a quick test, if you please, I want to see how much your perception differs from mine.

Let's take a few epic areas, Surface and UD:

- Frost Keep in the Cloudpeaks
- Graypeaks
- Oghrann Ruins Interior
- Forgotten City Part I & II
- Pirate Island
- Corm Orp Friendly Orcs
- The Vault of the Dead

Which ones of these would you consider "solo areas", and which ones "party areas"?

And, on the "melee builds best PVE builds" part...which melee builds do you have in mind? In my opinion, there are a wide variety of builds that work wonders at the moment, be it melee with magic, melee with consumables, melee with magic and consumables, archers, non-melee casters...Maybe I can come up with some ideas you might find interesting, if you want something different.
I don't think any of them were intentionally balanced for a specific party size but idk. I would think that Frost Keep and Oghrann are, of those areas, the most suited for solo and probably because neither of them are actually CR 30. Greypeaks and Forgotten City seem to be best fit for duos though aren't that bad solo if they play into your character's strengths. To me it seems Skull Gorge and Pirate Isles are the best set for large groups though largely due to their length more than anything else really. As for Vault of the Dead, it is kinda all over the place in that the regular mobs seem to be not that bad for solo but the bosses all seem to be extremely dangerous warranting a party. Same thing with Lyran's Hold.

As for melee tending being strong, that is just what seems to be the case imo. Non-melee casters seem to tend to struggle with regular mobs and sometimes even bosses, except Warlocks which is why they seem to be so common. Archers seem to struggle with boss DR.
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Lambe
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Re: A suggestion about difficulty

Post by Lambe »

Stop challenging solo players. Making areas harder for the solo build becomes a welcome challenge for those players who then find other ways to overcome the new challenge. I can't remember the last time anybody here actually complained about an area not being challenging enough, except maybe from asking for raid areas, but those requests didn't ask to change an existing area's difficulty. What they should have been given is a dungeon specifically to challenge them solo if they so wish. Like a trials tower or something like an Undermountain. Let them test themselves in that. Heck, give it an option of permadeath if you want.
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Re: A suggestion about difficulty

Post by Ithilan »

There are so many build options, you cant balance anything for all of them. A DD will endure the mountain falling down on his rear and another build will blow up the things he cant.

It is a never ending cycle of rock, paper & scissor and we have some 100 extra options compared to just the three. Of the zones people listed in this topic, my cleric Emilia can solo them all, including Verona in Lyrans hold too and Skull Gorge. I have soloed the forgotten city on multiple characters too, it is all about the character build.

And no, it is not power builds like Riddance eludes to, it is just how builds are balanced around here, where a naked bard has the tool for most places in NWN2 because of the kit they come with and a fighter build with poor saves vs one with 40 in all and epic resilience will look like a peasant and a king too.

I dont mind group content, but I do not want the whole server to be group content because people loot in their cliques and get bored from their combined epic kill speed. Not everything has to be streamlined towards one philosophy, be it the MMO grind fest, the casual walking party RP style or simple D&D encounters rooted in lore and atmosphere over mechanics and extra designs.

I love Sel for making Lyran's Hold an actual dungeon rather than a singular room with a hallway. But some times it is nice to just have that dragons lair or lich mansion as well, with out an army that can rival the Lords Alliance on a good day. We have fallen into a design philosophy the past many years which is all about bloated PvE stats on more mobs, longer dungeons, less resting.. and in the end all people care about is the amount of chests, not about the social experience, RP or being challenged. That is why you have 5-10 man sized groups going pirates and skull gorge, but never find more than a few going elsewhere.

It is a convenience mentality at large, if you wanted challenges people would go to these places in smaller groups or on their own. A few do and try to test their limits, but more to see what they can manage on their own, because they do not have reliable team up options.

And with that I am not saying we should design things around solo players either, but theres a lot of advocating for more group oriented content coming from people who havent stepped into a wilderness zone in a group size less than five and I do not think thats a measurement for anything rooted in the reality of this servers average activity over this summer.

What group content and increase in challenge will do, is simply kill RP builds and streamline us back towards min maxed builds that we already have too many of and are mostly the ones I see wanting for more challenges, because they play in groups with cookie cutter builds.
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Re: A suggestion about difficulty

Post by Steve »

IMHO, it seems impossible to have real, consistent and plausible challenges (difficulty) on BGTSCC, in NWN2, without a working system of random encounters based on both practical (build/CR numbers) and abstract (role-play, decision based actions) metrics.

Also known as the Dungeon Master in D&D!! 8-)

The current state is just number crunching supported by infinite consumables.

On that note, I stick around waiting for that epic challenge where I can put my PC’s 99 Diplomacy score to use!!!

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Re: A suggestion about difficulty

Post by Aspect of Sorrow »

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Lambe wrote: Sun Sep 06, 2026 9:52 pm Stop challenging solo players. Making areas harder for the solo build becomes a welcome challenge for those players who then find other ways to overcome the new challenge. I can't remember the last time anybody here actually complained about an area not being challenging enough, except maybe from asking for raid areas, but those requests didn't ask to change an existing area's difficulty. What they should have been given is a dungeon specifically to challenge them solo if they so wish. Like a trials tower or something like an Undermountain. Let them test themselves in that. Heck, give it an option of permadeath if you want.
There's no purpose to introducing new maps when existing ones need edited, we can cater support for both solo and group while putting hard stops on one succeeding in advantage over the other and divorce the focus from solely combat only options where the PW historically leaned too far for, especially if the outcome is just going to be the same irrespective of an effort. As for complaints of a low challenge, there's quite a few players who've chimed in their thoughts about it over just the past year alone. Hell, I retired a character (Ixy) because he didn't die in any PvE nor PvP scenario solo.
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Ithilan wrote: Mon Sep 07, 2026 1:32 am There are so many build options, you cant balance anything for all of them. A DD will endure the mountain falling down on his rear and another build will blow up the things he cant.

It is a never ending cycle of rock, paper & scissor and we have some 100 extra options compared to just the three. Of the zones people listed in this topic, my cleric Emilia can solo them all, including Verona in Lyrans hold too and Skull Gorge. I have soloed the forgotten city on multiple characters too, it is all about the character build.

And no, it is not power builds like Riddance eludes to, it is just how builds are balanced around here, where a naked bard has the tool for most places in NWN2 because of the kit they come with and a fighter build with poor saves vs one with 40 in all and epic resilience will look like a peasant and a king too.

I dont mind group content, but I do not want the whole server to be group content because people loot in their cliques and get bored from their combined epic kill speed. Not everything has to be streamlined towards one philosophy, be it the MMO grind fest, the casual walking party RP style or simple D&D encounters rooted in lore and atmosphere over mechanics and extra designs.

I love Sel for making Lyran's Hold an actual dungeon rather than a singular room with a hallway. But some times it is nice to just have that dragons lair or lich mansion as well, with out an army that can rival the Lords Alliance on a good day. We have fallen into a design philosophy the past many years which is all about bloated PvE stats on more mobs, longer dungeons, less resting.. and in the end all people care about is the amount of chests, not about the social experience, RP or being challenged. That is why you have 5-10 man sized groups going pirates and skull gorge, but never find more than a few going elsewhere.

It is a convenience mentality at large, if you wanted challenges people would go to these places in smaller groups or on their own. A few do and try to test their limits, but more to see what they can manage on their own, because they do not have reliable team up options.

And with that I am not saying we should design things around solo players either, but theres a lot of advocating for more group oriented content coming from people who havent stepped into a wilderness zone in a group size less than five and I do not think thats a measurement for anything rooted in the reality of this servers average activity over this summer.

What group content and increase in challenge will do, is simply kill RP builds and streamline us back towards min maxed builds that we already have too many of and are mostly the ones I see wanting for more challenges, because they play in groups with cookie cutter builds.
No one is sending a message about shifting the PW into a space that ostracizes the solo player. The experience and reward output however absolutely should be made considerably different from each other in addition to the experience being less static and predictable in gameplay loop. Group content will not eradicate RP builds due to a heavier incentivization of broader skill & feat usage, nor would it change the state of minmaxing on the server which is preserved by people's insatiable need for ceiling numbers. What would change is that it's less advantageous to the solo player on a multiplayer PW to run an epic dungeon than it would to involve additional players and characters to reach content that is otherwise unavailable. That is to say what you experience in loot output for example at Graypeaks today as a solo wouldn't change. It would however if you gathered a party before venturing forth.
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Steve wrote: Mon Sep 07, 2026 5:55 am IMHO, it seems impossible to have real, consistent and plausible challenges (difficulty) on BGTSCC, in NWN2, without a working system of random encounters based on both practical (build/CR numbers) and abstract (role-play, decision based actions) metrics.

Also known as the Dungeon Master in D&D!! 8-)

The current state is just number crunching supported by infinite consumables.

On that note, I stick around waiting for that epic challenge where I can put my PC’s 99 Diplomacy score to use!!!
It's possible, but it requires a ground-up reframing of how all of that applies which is why the PW defaulted to the clicky-cruncher. We do want the PW to behave more like a DM, as it would be the most consistent and available option, but these things aren't done so behind a snap of a finger in haste due to the preexisting conditions of existing characters, inventories, lore, stories, etc. Without that historic baggage this would've been completed over a weekend with a mass edit and a handful of formulas.
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Re: A suggestion about difficulty

Post by Ithilan »

Aspect of Sorrow wrote: Mon Sep 07, 2026 11:09 pm
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Ithilan wrote: Mon Sep 07, 2026 1:32 am There are so many build options, you cant balance anything for all of them. A DD will endure the mountain falling down on his rear and another build will blow up the things he cant.

It is a never ending cycle of rock, paper & scissor and we have some 100 extra options compared to just the three. Of the zones people listed in this topic, my cleric Emilia can solo them all, including Verona in Lyrans hold too and Skull Gorge. I have soloed the forgotten city on multiple characters too, it is all about the character build.

And no, it is not power builds like Riddance eludes to, it is just how builds are balanced around here, where a naked bard has the tool for most places in NWN2 because of the kit they come with and a fighter build with poor saves vs one with 40 in all and epic resilience will look like a peasant and a king too.

I dont mind group content, but I do not want the whole server to be group content because people loot in their cliques and get bored from their combined epic kill speed. Not everything has to be streamlined towards one philosophy, be it the MMO grind fest, the casual walking party RP style or simple D&D encounters rooted in lore and atmosphere over mechanics and extra designs.

I love Sel for making Lyran's Hold an actual dungeon rather than a singular room with a hallway. But some times it is nice to just have that dragons lair or lich mansion as well, with out an army that can rival the Lords Alliance on a good day. We have fallen into a design philosophy the past many years which is all about bloated PvE stats on more mobs, longer dungeons, less resting.. and in the end all people care about is the amount of chests, not about the social experience, RP or being challenged. That is why you have 5-10 man sized groups going pirates and skull gorge, but never find more than a few going elsewhere.

It is a convenience mentality at large, if you wanted challenges people would go to these places in smaller groups or on their own. A few do and try to test their limits, but more to see what they can manage on their own, because they do not have reliable team up options.

And with that I am not saying we should design things around solo players either, but theres a lot of advocating for more group oriented content coming from people who havent stepped into a wilderness zone in a group size less than five and I do not think thats a measurement for anything rooted in the reality of this servers average activity over this summer.

What group content and increase in challenge will do, is simply kill RP builds and streamline us back towards min maxed builds that we already have too many of and are mostly the ones I see wanting for more challenges, because they play in groups with cookie cutter builds.
No one is sending a message about shifting the PW into a space that ostracizes the solo player. The experience and reward output however absolutely should be made considerably different from each other in addition to the experience being less static and predictable in gameplay loop. Group content will not eradicate RP builds due to a heavier incentivization of broader skill & feat usage, nor would it change the state of minmaxing on the server which is preserved by people's insatiable need for ceiling numbers. What would change is that it's less advantageous to the solo player on a multiplayer PW to run an epic dungeon than it would to involve additional players and characters to reach content that is otherwise unavailable. That is to say what you experience in loot output for example at Graypeaks today as a solo wouldn't change. It would however if you gathered a party before venturing forth.
Group content, or the mentality many apply to it on here, is the death of RP. Vast majority of groups I see going into PvE content do not exchange a single line of roleplay for the duration of the dungeon rushing. Watching lords and ladies of the realm or the sophisticated wizard become a MMO keystone farmer for 30 mins breaks immersion for me.

It also seems reminiscent of diablo2 gameplay, where greed is the name of the game, people rushing remains and always acting like a loot goblin is so absurd.

And you start off by saying it wont ostracize then go on to complain about solo player advantages and how they ought be lessened and how the dungeon zerg mentality should be rewarded, despite the basic mathematical fact they already have a numeric advantage, both in the time it takes to clear said content and by sheer drop chance percentages being exponentially higher. If said group refuses to share with each other, thats on them, but since we dont have group loot mechanics and functions, decency is implied but not expected and people will be willing to trade and give things to the party member that actually uses said epic flail found in the chest by the wizard barely able to hold his own weight. I know, horrible solidary mentality, who would want that?

If you are saying drop chances will increase with party members, ill join the dungeon rush zerg fests again and try and dust off my diablo2 spam click to loot skills.

But we were talking more so about challenges than loot and the challenges get exponentially reduced with every added party member too, to the point where you cant scale a place to utilize the rogue, the wizard, the cleric and the fighter, when the fighter has epic resilience, is buffed by the party and runs through 8 traps with improved evasion kicking in and like addressed in other topics, death isnt a factor on the server, in a party you will get bloodstaunch restored to life with an expentancy of less than a minute in the fugue.

Adding more loot to group content is not a scaling of challenges, role play, build diversity, it incentivizes less roleplay, less challenge for more rewards, what an ActivisionBlizzard mentality. One thing it would do though, is allow RP builds to hide in the zerg fests which I do applaud, but I can not see this benefitting any one but tight regular groups of players and will probably contribute to more clique mentality than we already have.

If you said you were adding skill checks and mechanics that incentivizes group play in general, such as the few places on the server with high DC locks that are meant to encourage you bringing a rogue or similar (but gets picked by the bard with 1 skill in open lock), more locations that require rope, shovels, environmental hazards and difficulties, platform jumping with acrobatics and athleticism, scribing and linguistic checks in libraries, lore arcana on ancient runes etc. we would be talking group diversity and reasonable "increase in reward" designs, that favors a D&D experience and diversity. But mere scripts that spawn more mobs and drop more loot, is the laziest formula that is more reminiscent of a MMO grind mentality than the RP immersion that ought be at the core of every design on a server such as this.

But we circle back to the same issue, timezones, availability of players. Gradually making the place less desirable for people outside the US timzones with a job and a life.
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Re: A suggestion about difficulty

Post by Lambe »

Aspect of Sorrow wrote: Mon Sep 07, 2026 11:09 pm
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Lambe wrote: Sun Sep 06, 2026 9:52 pm Stop challenging solo players. Making areas harder for the solo build becomes a welcome challenge for those players who then find other ways to overcome the new challenge. I can't remember the last time anybody here actually complained about an area not being challenging enough, except maybe from asking for raid areas, but those requests didn't ask to change an existing area's difficulty. What they should have been given is a dungeon specifically to challenge them solo if they so wish. Like a trials tower or something like an Undermountain. Let them test themselves in that. Heck, give it an option of permadeath if you want.
There's no purpose to introducing new maps when existing ones need edited, we can cater support for both solo and group while putting hard stops on one succeeding in advantage over the other and divorce the focus from solely combat only options where the PW historically leaned too far for, especially if the outcome is just going to be the same irrespective of an effort. As for complaints of a low challenge, there's quite a few players who've chimed in their thoughts about it over just the past year alone. Hell, I retired a character (Ixy) because he didn't die in any PvE nor PvP scenario solo.
Solo. Yes, my whole point was not to cater to solos' whims of upping existing area challenge. Every time a solo needs a harder challenge, that area's intended challenge rating needs reviewing, not its content.
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