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Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Mon Oct 16, 2017 11:03 pm
by Egg Shen
Larzs wrote:I say keep them, it is funny seeing those names. As for discarded bags, just spark up a fire and do a little enviro cleaning.

Or maybe they would add a tool that would transmute items down to gold value. Least that way it would keep the variety out there and solves the weight annoyance.
Suggested something along these lines earlier (pocket merchant or just add a function to one of the little widgets all our characters get). Like nearly all my suggestions, it was met with resounding indifference. :doh:

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Tue Oct 17, 2017 7:01 am
by Valefort
The weight annoyance is RPing your character sheet. Instead of an OOC conveniency like a pocket merchant (which was not met with indifference but with consternation, I'm not sure which you prefer but there you have it) there will be pack mules (with sensible limitations) in the next update.

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Tue Oct 17, 2017 7:54 am
by NegInfinity
Valefort wrote:The weight annoyance is RPing your character sheet. Instead of an OOC conveniency like a pocket merchant (which was not met with indifference but with consternation, I'm not sure which you prefer but there you have it) there will be pack mules (with sensible limitations) in the next update.
If I remember correctly, people spoke about horses, so I guess those are supposed to be the pack mules, correct?

Is there going to be some variety of those mules? (I think an undead pony would be cool).

I also thought that it could make sense if some of the summoned creatures passively increased summoner's carry weight, as long as they're active. Meaning they would be helping the summoner to carry stuff. Then again, a devil might refuse to be reduced to a luggage carrier.

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Tue Oct 17, 2017 7:59 am
by Valefort
Undead poney ! I didn't know it was possible to be that edgy :lol:

Well for now : no, and it wouldn't mesh well with the system as it is designed (you buy horses from NPCs and can get them back should you lose them).

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Tue Oct 17, 2017 1:06 pm
by Marathados
Valefort wrote:The weight annoyance is RPing your character sheet. Instead of an OOC conveniency like a pocket merchant (which was not met with indifference but with consternation, I'm not sure which you prefer but there you have it) there will be pack mules (with sensible limitations) in the next update.
Bags of holding would be a proper solution? Or at least some kind of ic holding items for arrows, gems, scrolls?

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Tue Oct 17, 2017 2:12 pm
by Valefort
Who would use pack mules if we have bags of holding ? :P

Scrolls are easy to RP being stored in some box unless you have hundreds of those, potions as well. Arrows .. yeah, it's pretty silly that anyone can have several thousands on him, RP picking them up I guess ? THat's one of the limitations of NWN2 combat coupled with high HP mobs.

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Tue Oct 17, 2017 11:35 pm
by Egg Shen
Well, consternation by you, mild interest by one or two others, and some disapproval if we're getting nit picky. By and large it was not given too much consideration. Just wanted him to be aware that while his solution does indeed allow for differing play styles to happily coexist (and I keep hearing we cater to all), it didn't gain much traction earlier in the thread.

As for playing your character sheet, c'mon. Over in the character build subforum, people advised me to SKIP open locks and disable device as completely unnecessary for a character dedicated entirely to looting. Not only unnecessary, but an actual detriment as it's faster to just bash the locks and use a heal kit. So it's okay for a str based meathead to not need a rogue to deal with traps and locks, but if a non str based character wants the same autonomy, he's trying to bypass our role playing rules? With so many ooc concessions already being made on the server in the name of smoother gameplay or accommodating various playstyles, and there are many, it always seems oddly arbitrary where we decide to draw lines in the sand.

Pack mules sound neat. It's something, at least. Again, odd choice of dev time considering bags of holding are lore appropriate and require zero scripting, but I'll take what I can get. I'll be curious to see f the system is useful enough to use, or if it just pales in comparison to a meathead with a club bashing his way to riches. I'm cautiously hopeful!

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Wed Oct 18, 2017 12:31 am
by NegInfinity
Egg Shen wrote:So it's okay for a str based meathead to not need a rogue to deal with traps and locks, but ...
See:
viewtopic.php?f=10&t=61878

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Wed Oct 18, 2017 4:01 am
by dedude
Egg Shen wrote:With so many ooc concessions already being made on the server in the name of smoother gameplay or accommodating various playstyles, and there are many, it always seems oddly arbitrary where we decide to draw lines in the sand.
It is impossible to draw a line that everyone is happy with. That said, my goal is to decrease the number of ooc concessions, and not use the already existing ones as excuses for adding more.
Egg Shen wrote:Pack mules sound neat. It's something, at least. Again, odd choice of dev time considering bags of holding are lore appropriate and require zero scripting, but I'll take what I can get. I'll be curious to see f the system is useful enough to use, or if it just pales in comparison to a meathead with a club bashing his way to riches. I'm cautiously hopeful!
It is something that has been requested by many. Bags of holding has of course also considered, but not the vanilla version due to system resource concerns. So they would require a new implementation, i.e., dev time. Bags of holding is not on our current roadmap.

Even a meathead will notice it when he smacks through an epic trap ;)

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Wed Oct 18, 2017 4:23 am
by Valefort
With evasion and high heal skill he'll really be overall fine though, it's true. One solution is replacing more chests with their unbashable versions (and probably breaking some potions, wouldn't hurt).

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Wed Oct 18, 2017 4:23 am
by Babuguuscooties
Valefort wrote:With evasion and high heal skill he'll really be overall fine though, it's true. One solution is replacing more chests with their unbashable versions.
I support this.

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Wed Oct 18, 2017 6:14 am
by NegInfinity
Valefort wrote:With evasion and high heal skill he'll really be overall fine though, it's true. One solution is replacing more chests with their unbashable versions (and probably breaking some potions, wouldn't hurt).
Or somebody could install bigger traps with more kaboom on them.

Bags of holding could be restricted to one per person and made non-tradeable and obtainable only through an npc. This will be easier than mules and less work.

P.S. And I still I still want my undead hellfire pony.

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Wed Oct 18, 2017 8:40 pm
by electric mayhem
NegInfinity wrote:
P.S. And I still I still want my undead hellfire pony.
+1 please. This needs to be high priority. I've a paddock full of weeds that need burning.

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Fri Oct 20, 2017 4:36 am
by Steve
Updates wrote:Gave boss'es a slightly smaller chance of dropping mundane items.
Thank you. It's something mo better!

Re: Suggestion: Remove all +1/+2 items from the Loot Tables

Posted: Fri Oct 20, 2017 8:08 am
by Sun Wukong
Egg Shen wrote:As for playing your character sheet, c'mon. Over in the character build subforum, people advised me to SKIP open locks and disable device as completely unnecessary for a character dedicated entirely to looting. Not only unnecessary, but an actual detriment as it's faster to just bash the locks and use a heal kit. So it's okay for a str based meathead to not need a rogue to deal with traps and locks, but if a non str based character wants the same autonomy, he's trying to bypass our role playing rules? With so many ooc concessions already being made on the server in the name of smoother gameplay or accommodating various playstyles, and there are many, it always seems oddly arbitrary where we decide to draw lines in the sand.
Some people on the character build forum told you to skip putting a single rank in Open Lock skill? Who are these people? When have they said this? There is literally no reason not to put some ranks in Open Lock, there are already far too many nonsensical 'Magical Strong Boxes' that can only be opened through the Open Lock skill.

The fact is, if you can afford to get three levels of Rogue/Divine Seeker and max out the following three skills: Open Lock, Search, and Disable Device, you can open all chests in two rounds without any risk whatsover. There is no need to walk slowly in Search mode either, because as you are unlocking the chest, traps usually reveal themselves automatically. But here is the thing, maxing out those skills requires Able Learner feat, and there are other skills that a player would like to max out of gameplay benifits or role-play reasons, not to mention that the levels Rogue can bring you multiclassing experience penalty, and the requirements on the Divine Seeker are actually rather high. Thus, there are many who consider such an investment ill-adviced. (Still going to say that a strength based two-weapon Ranger 26/Divine Seeker 4 is pretty neat on its own right.)

Now, it is possible that someone with a large damage output can bash a chest open wihin a single round, but there is also a chance that they get with that 100+ to 200+ damage trap it had. Getting hit by nytrap counts as combat, and hence you have to wait until next round before you can take 20 with your healing kits. Even with a maxed out Heal skill you will only heal 33+ per kit, so it can take more than a round to get back to full health. Now, they can keep doing this of course, but those tens of stacks of healing kits consume inventory space and easily take a lion's share out of your carrying capacity. Especially on a character that is not a strength based barbarian.

Now, I would like to remind you that we cannot pick up these 'Magical Strong Boxes' and just carry them to the FAI fire where the only 'true rogue' of the server happens to stand AFK, and then wait another hour for him to finally get back to his character. Not to mention if you make chests harder to bash by increasing their HP, well, you are just making things worse for the low damage output characters. I mean, have you tried to bash those chests in the CR1 bandit cave with a -2 Str Mod rock gnome wizard? Go ahead, while you are at it, you will have time to read a book.
Valefort wrote:With evasion and high heal skill he'll really be overall fine though, it's true. One solution is replacing more chests with their unbashable versions (and probably breaking some potions, wouldn't hurt).
If these 'true rogues' suffer from their low strength ability score, a fix is not something that makes things less fun for others. A possible fix would be an alternative rogue archetype via some kit that is not 100% dexterity and HiPS dependent to deliver that sneak attack dice. Instead of sneak attack dice, they could just get +1 damage per hit. Or perhaps give them pack mules that have the same stealth skill as their owner, hence allowing those mules to follow as their owners sneak through areas. Or perhaps you could just add wands of 'Waukeem's Minor Transaction' that summons some imp or mephit merchant for three minutes with a maximum buy out price set at 250 GP or something.