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Re: The Caravan idea...

Posted: Tue Apr 11, 2017 6:38 am
by Steve
I think redefining simultaneously would require using a different word!! But considering transitions are currently taking up to 60 secs, I think having some "holding" timeframe to Jump characters together, wouldn't even be noticed.

I do hope you understand that I use myself as a standin example, or give general examples, of observed behavior. Even an Orc Hunter gets tired of lifting that axe...from time to time.... 8-)

All jest aside, if the main argument against a Caravan System is the furthering or promoting of less PC to PC encounters, then the general paradigm should be to reduce all available Areas to condense RP.

Because right this very minute, Caravans or no caravans, random encounters and impromptu interruptions are going to be rare because the majority of PCs are either still at the FAI, or in private Guild Halls (and though many guilds have public areas within them, we still need IC reason to go there, right? RIGHT?!?)

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 7:18 am
by Valefort
But ... impromptu RP like that along the trade way happens all the time ? :?

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 7:31 am
by Steve
Valefort wrote:But ... impromptu RP like that along the trade way happens all the time ? :?
STOP HIDING YOUR SCRY LOCATION BUDDY!

I know you're avoiding my "impromptu-ness," I just know it! :evil:

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 7:33 am
by Hawke
Steve wrote:
Valefort wrote:But ... impromptu RP like that along the trade way happens all the time ? :?
STOP HIDING YOUR SCRY LOCATION BUDDY!
I can go for an hour on how I dislike that feature. Unless someone actually successfully scryd? Scryed? Scried? Dangit.

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 7:35 am
by Wyatt
Scriven? :P

Sorry Hawke, it just sounded too funny not to add.

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 7:36 am
by Steve
Hawke wrote:
Steve wrote:
Valefort wrote:But ... impromptu RP like that along the trade way happens all the time ? :?
STOP HIDING YOUR SCRY LOCATION BUDDY!
I can go for an hour on how I dislike that feature. Unless someone actually successfully scryd? Scryed? Scried? Dangit.
Lol. I'm totally in agreement.

I've asked, argued and pleaded for Staff to change the SCRY to be completely off and all PCs hidden, at login. Then, Players wishing to advertise themselves can do so at will.

But no luck in a response!

Anyway, I'll stop taking this caravan-a-versation off track! Zing! :o

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 7:46 am
by Sun Wukong
Steve wrote:All jest aside, if the main argument against a Caravan System is the furthering or promoting of less PC to PC encounters, then the general paradigm should be to reduce all available Areas to condense RP.

If that is the main argument against the caravan system of some kind, then it is the worst argument I have seen on these forums, and I have made some pretty bad ones myself. :lol:

The boat South of Candlekeep allowed us to skip FAI, now you have to trod through it. That is a long winding road with nothing but bunch of buffed up epics that stand still and stare at one other. You cannot even go through the left side of the map anymore. So, let us do a little quick calculation... on how many area transitions you are required to do to complete Maltz' Quest.

Inside his shop to Eastern Baldur's Gate - one area transition.
Eastern Baldur's Gate to Docks of Baldur's Gate - two area transitions.
Docks of Baldur's Gate to a cave at the river - three area transitions.
Cave at the river to area north of FAI - four area transitions.
Area north of FAI to FAI - five area transitions.
From FAI to Lion's Way - six area transitions.
Lion's way to area north of Beregost - seven area transitions.
Area north of Beregost to Beregost - eight area transitions.
And then back from Beregost to area north of Beregost - nine area transitions.
Area north of Beregost to Lion's way - ten area transitions.
Lion's way to FAI - eleven area transitions.
FAI to area north of FAI - twelve area transitions.
Area north of FAI to the small cave with a boat - thirteen area transitions.
Small cave to BG docks - fourteen area transitions.
BG docks to east BG - fifteen area transitions.
Eastern BG to Malt'z Shotp - sixteen area transitions.

And if each transition takes that 2 minutes on average... you will spent 32 minutes waiting for the next area to load.

This long, long walk just promotes less and less role-play, not to mention how it will produce more server lag since more and more players are forced to concentrate and squeeze through FAI. Personally, I just want to skip the FAI as it currently stands a very unfortunate bottle neck - it rarely has anything to offer to my characters beyond that occasional player merchant willing to haggle and let go of an item at their monetary loss. :oops:

Valefort wrote:But ... impromptu RP like that along the trade way happens all the time ? :?
There is no impromptu RP to be found at FAI. Those who tend to sit at the campfire cannot be shifted two steps without first requesting some DM assistance - and were I to stop talking with someone - it almost always seems to generate some kind of mob around my character. Well, if my character lingers in the area for longer than 20 minutes. You just need one or two people stopping by and suddenly anyone who scrolls the scryign tool sees a concentration of players at FAI and so they rush over.

You know, you kind of know exactly what you will get with FAI RP. So it is not really imprompty.

Steve wrote:I've asked, argued and pleaded for Staff to change the SCRY to be completely off and all PCs hidden, at login. Then, Players wishing to advertise themselves can do so at will.

Asking, arguing, pleading for a change will result in change when majority of players actually choose to hide their locations. But currently, most do not. Then you just need to think of that odd new player or returning old player who wouldn't know to advertise their own need for a party. This server is massive, it is easy to get lost and not find a soul, and things have changed. For example, I just recently discovered where the low level bandits, wolves, and phase spiders are! I have been here long enough to have Flasmix drag one of old characters to Beregost with the 'DMFI follow tool'. By the way, is that thing still on the server?

Anyhow, the people who wish to keep their locations hidden can toggle their locations hidden whenever they need to be hidden.

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 9:16 am
by Rhifox
If I am hoping for random RP, I walk through areas. If I am not, I take (took) the boat. I would do the same with caravans if they existed. Having fast travel does not stop random RP from happening, because the people interested in finding random RP are going to intentionally ignore fast travel anyway and weave themselves through areas where players might be found. The ones who are not are probably not going to stop and get involved even if they run across you, beyond a simple *nods* while passing by (for a variety of reasons, including having somewhere else they need to be, not being presently in the mood for or ICly/OOCly comfortable with interacting with random strangers on the road, not wanting to get drawn into a DM event if one is going on, and so on). Decreased fast travel does not significantly raise the chances for random RP, it just increases the visibility of other players on the road.

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 9:44 am
by flipside43
As an aside, you can go around the left side of FAI still (avoiding the gate and the campfire) but it's a very narrow path.

I am all for more caravans. RPly as well it is along the trade way which caravans would be more frequent. So we're thinking what, BG to FAI to Beregost? Maybe to Nashkel?

If anything allowing the caravans will help concentrate the opportunity of RP in settlements, thus increasing the probability of random RP far beyond those you would get wandering the roads and in shorter time.

If it manages to reduce the time people are haste/invis questing, well that is a bonus.

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 10:14 am
by DM Hera
flipside43 wrote:As an aside, you can go around the left side of FAI still (avoiding the gate and the campfire) but it's a very narrow path.

I am all for more caravans. RPly as well it is along the trade way which caravans would be more frequent. So we're thinking what, BG to FAI to Beregost? Maybe to Nashkel?

If anything allowing the caravans will help concentrate the opportunity of RP in settlements, thus increasing the probability of random RP far beyond those you would get wandering the roads and in shorter time.

If it manages to reduce the time people are haste/invis questing, well that is a bonus.

Yes


My thought is

BG to Beregost. BG to Nashkel actually.

and Bergorst to BG. Nashkel to BG.

not really a spider web, but a few direct lines with all roads leading back to BG, so you cant just jump around the map through the caravan, thats is what teleport is for. I originally left FIA off the list as making it be more discoverer for new players.. If there was to be a stop at Fia. it would in my view be only FIA to BG and BG to Fia, you wont be able to use FIA stop to get anywhere but BG.

Thus lots of random road rp can be found. with out punishing people when there isnt any to be had.

I do believe it will help rp. god forbid you log on a slower time and see no one is in bg.. and figure hey i want to go to FIA for rp.. Caravan your there. you should not have ot run 10 minutes to get to rp. we are a medium rp server after all not a video game marathon =P

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 10:35 am
by Steve
Luke's Crazy Caravans, a Wholly Owned Subsidiary of the Darius Trading Family. :shock:

Done. IC RP manifestation forced Valefort to create it!! Check & Mate!! :lol:

*waits patiently for his finders fee...or the volley of tomatoes and cabbage*

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 10:41 am
by Akroma666
Honestly I'd like to see a whole networked system with each hub included:

BG
FAI
Nashkel
Beregost
Soubar
Roaring shore
(Whatever that other city is outside darkhold)

I think it would be great if we tailored these cities as hubs and changed the immediate surrounding areas to certain levels. I think we could even add to the NPC you talk too something like

"The Friendly Arm Inn (level 8-12)"

The whole thing makes it more newcomer friendly.. which is what we want right?

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 10:47 am
by Hidennka
Admittedly, I don't really have much of an opinion on this, and in all honesty I've only skimmed posts to get a general idea of what's being said. For convenience sake, yeah. I admit, I'm lazy. I'd make use of it for ease of access and questing.

For 'realism' or immersion, eh. The distance between hubs is already supposed to take days - which isn't something we can really facilitate. Maybe caravans would be more believable in covering such long distances as quickly as we do, maybe they wouldn't. There's arguments for both sides.

It would encourage the OOC flock to event areas from opposite sides of the map, which possibly already happens (and isn't necessarily a bad thing insofar as inclusivity), but an observation none the less.

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 10:53 am
by aaron22
Akroma666 wrote:Honestly I'd like to see a whole networked system with each hub included:

BG
FAI
Nashkel
Beregost
Soubar
Roaring shore
(Whatever that other city is outside darkhold)

I think it would be great if we tailored these cities as hubs and changed the immediate surrounding areas to certain levels. I think we could even add to the NPC you talk too something like

"The Friendly Arm Inn (level 8-12)"

The whole thing makes it more newcomer friendly.. which is what we want right?
and with a one time only questline that moves you from one place to the next as you progress in character levels. but a caravan system is not needed if the walk from BG to FAI is tailored to 6-8 levels characters. FAI to beregost is tailored to 12-14 level and then the quests in each area are tailored to move you to the next hub. each area has solo mobs for grinding and zones tailored to group play inside that level range. the quests would only be available if you are within the specified level ranges. this produces a more linear setting, but it would promote players being in the same area that are of similar level ranges and create an environment that is easier to swallow for new players.

Re: The Caravan idea...

Posted: Tue Apr 11, 2017 10:58 am
by Hidennka
If it were to happen, I'd like to see a little flavor text fired off in the combat window on arrival. Something that described the caravan experience; perhaps with a randomized statement about the weather or road conditions. It might make it a little more immersive for RPers and perhaps give context for just how long the journey might have taken - particularly if it's a party transition.