Page 2 of 3

Re: Making tradeway areas more logical/RP friendly.

Posted: Sat May 30, 2020 9:19 am
by Valefort
Good ideas there, bookmarking that topic for idle hours.

And no the roads won't become safe, but surely less endless monster spammy.

Re: Making tradeway areas more logical/RP friendly.

Posted: Sat May 30, 2020 7:09 pm
by Valefort
Re-reading the suggestions I'm noticing something, for example in Thundar's Ride the spawns are different wether it's night or day. Bugbears are there during the day while goblins, lions and vampire bats come out a night. It's not easy to see though because the "ambushes", such as the ford, are still done by bugbears wether it's night or day.

Same idea for Trade Way south of Baldur's Gate, Kobolds come out at night from the hilltop ruins to find some poor travelers.

The suggestions on the Lion's Way were pretty much applied as Snarfy suggested, we'll see how that goes ! Same for north of beregost now !

Re: Making tradeway areas more logical/RP friendly.

Posted: Mon Jun 01, 2020 1:05 pm
by Snarfy
Valefort wrote: Sat May 30, 2020 7:09 pm The suggestions on the Lion's Way were pretty much applied as Snarfy suggested, we'll see how that goes ! Same for north of beregost now !
:o

... I went to the Lions way before I noticed this. SOOOO MUCH BETTER.

Although, I nearly got caught with my pants down after hopping off the boat onto the beach :lol: ... and again when I ran up the hill, and then I ran into the re-vamped random encounter, and nearly got pants'd a third time. It. Was. Awesome. (I wasn't on an overly strong character, btw)

Re: Making tradeway areas more logical/RP friendly.

Posted: Mon Jun 01, 2020 2:56 pm
by Valefort
:mrgreen: did you meet the trolls ?

Re: Making tradeway areas more logical/RP friendly.

Posted: Mon Jun 01, 2020 3:33 pm
by Snarfy
Valefort wrote: Mon Jun 01, 2020 2:56 pm :mrgreen: did you meet the trolls ?
Sure did, and the character I was on does not have a reliable way of dealing with trolls... so, he ran :dance: right into the random encounter! Things got hairy, lol.

Meanwhile, I took a nice slow walk from Beregost to FAI, enjoyed the scenery, and otherwise only got attacked by 3 or 4 monsters the entire way. Much preferable to the 15 - 20 mobs that one might encounter before the change. As for N. of Beregost, all the spawn placements look perfect. The only potential issue that might arise is the proximity of the west transition(to Lions) to the mephits, hopefully no-one gets swarmed upon zoning in... (it didn't happen to me, I think the aggro range on the mephits must be lower?). All in all, I like how it turned out, it will be nice to take a break from getting aggravated by those zones now. Bravo gents!

Re: Making tradeway areas more logical/RP friendly.

Posted: Mon Jun 01, 2020 4:24 pm
by Steve
Yes, very awesome you got rid of all the mobs...making the Tradeway now the perfect place for PC on PC ambushes!

Bravo gents!

Re: Making tradeway areas more logical/RP friendly.

Posted: Mon Jun 01, 2020 5:25 pm
by Valefort
I'm not entirely sure you actually went through the areas steve. Anyway keep the feedback coming and i'll be able to adjust the quantity of monsters adequately.

Re: Making tradeway areas more logical/RP friendly.

Posted: Mon Jun 01, 2020 5:47 pm
by MissClick
I'm not sure if this is related, but perhaps worth mentioning just in case:

I was waylaid by bandits today (or, at least, received the notification) in two different areas but nothing spawned either time.

The first instance was on the Tradeway South of Baldur's Gate, and then a few hours later on the road between Candlekeep and the FAI.

Re: Making tradeway areas more logical/RP friendly.

Posted: Mon Jun 01, 2020 6:04 pm
by Valefort
Any special circumstances maybe ? Invisibility ? Hiding ? Level does also matter.

Re: Making tradeway areas more logical/RP friendly.

Posted: Mon Jun 01, 2020 6:17 pm
by MissClick
Valefort wrote: Mon Jun 01, 2020 6:04 pm Any special circumstances maybe ? Invisibility ? Hiding ? Level does also matter.
No special circumstances, no! Just walking, weapon out.

Re: Making tradeway areas more logical/RP friendly.

Posted: Mon Jun 01, 2020 6:27 pm
by Steve
Valefort wrote: Mon Jun 01, 2020 5:25 pm I'm not entirely sure you actually went through the areas steve. Anyway keep the feedback coming and i'll be able to adjust the quantity of monsters adequately.
I haven't gone through, but if the Tradeway itself is easier to walk down uninterrupted by mobs, then...some PCs now can step in and do what bandits do best on a mercantile highway! :dance:

Let's just say that, in general, trying to RP in this slow type-based-chat medium, takes time...and having THAT interrupted by mobs is terribly disturbing.

And, as evil does best, it fills a vacuum! :dance: :dance:

Re: Making tradeway areas more logical/RP friendly.

Posted: Mon Jun 01, 2020 6:33 pm
by Valefort
MissClick wrote: Mon Jun 01, 2020 6:17 pm
Valefort wrote: Mon Jun 01, 2020 6:04 pm Any special circumstances maybe ? Invisibility ? Hiding ? Level does also matter.
No special circumstances, no! Just walking, weapon out.
Can you tell your character's level ?

Re: Making tradeway areas more logical/RP friendly.

Posted: Mon Jun 01, 2020 6:47 pm
by MissClick
Valefort wrote: Mon Jun 01, 2020 6:33 pm
MissClick wrote: Mon Jun 01, 2020 6:17 pm
Valefort wrote: Mon Jun 01, 2020 6:04 pm Any special circumstances maybe ? Invisibility ? Hiding ? Level does also matter.
No special circumstances, no! Just walking, weapon out.
Can you tell your character's level ?
Oops, sorry! Character is level 30.

Re: Making tradeway areas more logical/RP friendly.

Posted: Tue Jun 02, 2020 7:21 pm
by Rhifox
New Lion's Way is

Image


Thank you for the changes!

Re: Making tradeway areas more logical/RP friendly.

Posted: Tue Jun 02, 2020 8:17 pm
by Snarfy
Rhifox wrote: Tue Jun 02, 2020 7:21 pm New Lion's Way is

Image


Thank you for the changes!
:lol: AMEN, and hallelujah. (and I'm not even religious)
MissClick wrote: Mon Jun 01, 2020 5:47 pm I'm not sure if this is related, but perhaps worth mentioning just in case:

I was waylaid by bandits today (or, at least, received the notification) in two different areas but nothing spawned either time.

The first instance was on the Tradeway South of Baldur's Gate, and then a few hours later on the road between Candlekeep and the FAI.
I've been trying to replicate this, but cant seem to even trigger the notification on any of my level 30's. I've probably wandered through Lions Way encounter spot 6 times(not hiding, and often with a few wards up), and a few times on tradeway South... nada, zip, zilch. I'm just going to assume there's a timer on the encounters, and someone triggered it before me...?

Also, I might have noticed that someone ran into this...
Snarfy wrote: Mon Jun 01, 2020 3:33 pm The only potential issue that might arise is the proximity of the west transition(to Lions) to the mephits, hopefully no-one gets swarmed upon zoning in...
:mrgreen: ... they escaped back through the transition though. Also, they had a summon... and summon AI, being what it is, means that having a summon out when you zone in = chances are it's going to b-line right at the mephits.