overall structure of the sword coast
Posted: Wed Dec 20, 2017 3:25 pm
so, it happened again last night. had an adventure with another, he was cool and everything, just one problem: he was about 6 levels higher than me, so our adventuring ended up being me watching him kill everything. death was a relief.
it is my opinion the server needs to be more "pocketed". By that i mean, the over all structure of the layout of the map, and travel, should be designed to encourage players of various levels to be in areas where they are more likely to run into other characters in the same level range.
This, i believe foster more interactive adventuring, more fair and realistic PvP conflict, and better roleplay in general.
the idea of "pocketing" would be to divide the server into 6 areas, separated by chokepoints of drastically higher crs between. Id leave it to the devs to decide what areas/ cities are in what ranges, but it would be something like this:
area I would be for levels 1 - 6. The dungeons would stay in those crs, and the quests would be limited to level 1 - 7 chars. The chests as well would revert back to the old system of chest limitation. chests in this first area would stop giving loot at level 7. The stores would hold +2 items at best, and ideally the auctions would also be separated. the auction here would have a price restriction of only 200 gold. all auctions would have their time limit extende to one week, because they are now separate.
the choke point area would have a cr of 7, that would intentionally scale to cr8 if a level 7 is in it, cr10, if a level 8 is present, cr12 if a level 9 is there, and cr14 if a level 10 or higher is present. It would stop giving loot at level 10. The idea is to discourage, but still allow "backflow" of higher level players from the 7-11 "pocket"
after this would be the "pocketed" areas intended for levels 7 - 11. the chests and quests would be limited to levels 6 - 12.
The next checkpoint would be cr 14. if a level 13 is present, cr would bump to 15, level 14 would trigger cr 16, a level 15 would bring it to its max of cr18.
the next "pocket" would be levels 12 - 17...
the next choke point, level 20 ish...
and so on and so forth.
so why "segregate" the server like this?
1) travel is too easy, and ruins run-in rp chances. teleport around from the nexus, safely and conveniently fly around the sword coast for 50 gp.
with pocketing, your characters could be given a mechanical reason to adventure. levelling up would not just mean getting xp, it would also mean getting past the choke point barrier, to advance to the next pocket, shop better stores and auctions, etc etc. it would be like a rite of passage. you would need to party up to get through. most of the time, who you find to go with you would be in your level range. there may be an odd char who has "backflowed" from the next higher pocket, that can offer passage, but meeting someone from two pockets higher would be quite rare. At least some of the rp would change from "i am about to hunt lizardmen, care to join?" to "i am preparing to adventure to beregost, but will need help..." and " need help" would be actual, mechanical need, not rp invite need.
2) getting paired up with an uber over level is quite dull and boring for most players, i would surmise. I know personally i just avoid a high level when i see it running around slaying goblins with two blows while helping malcom and matty find their key again. I know I am not the only one, because this is almost always mutual. both of us understand what is going on. sometimes there might be a few sentencs exhanged, but they know i dont want to team up with them, and i know they are just questing, and in reality just trying to get the key, pop the chests, and gtfo. Lets be real; the quests in no way encourage rp. in fact, they utterly destroy it, especially when they have no level restrictions. they are basically ooc xp gimmes. (and might i mention, boring as hell when you are far above the cr).
pocketing would keep characters in a tighter level range, encouraging more adventuring where all involved feel at least somewhat useful, perhaps even essential when traversing chokepoints.
3) PvP would improve as well. pocketing would discourage level 20s walking and talking fearlessly while they bully level fives. When chars are pocketed, their pvp interactions would have to be more cautious, unless they intentionally backflowed a couple of pockets just to bully/grief.
4) DM adventures events could be better catered to a tighter range, and avoid some how having to tell a level 24 that this is really a low level event, and he is not invited. As the event progressed, chars could recruit others, without fear of recruiting some one who ends up doing everything, or someone who the dm now feels obligated to create a challenge for. I do not know the minds of any dm, but i get a feeling most events are high level, because high level pcs always end up dominating events.
Honestly, I am done partying up for a while. For me, fighting alone is just so much more gratifying. Because the levels are all so intermixed, when i party up, i am either a) powerless, therefore, i get to do nothing but watch someone grind mosters, or b) im the powerful one, in which case, my new adventure buddy gets to just sit around and watch me slaughter everything, whch is still so dull.
I know there are a host of concerns, like guilds, basic campfire/tea party rp, etc. id be interested in hearing those, as they are not exactly activities i engage in regularly.
it is my opinion the server needs to be more "pocketed". By that i mean, the over all structure of the layout of the map, and travel, should be designed to encourage players of various levels to be in areas where they are more likely to run into other characters in the same level range.
This, i believe foster more interactive adventuring, more fair and realistic PvP conflict, and better roleplay in general.
the idea of "pocketing" would be to divide the server into 6 areas, separated by chokepoints of drastically higher crs between. Id leave it to the devs to decide what areas/ cities are in what ranges, but it would be something like this:
area I would be for levels 1 - 6. The dungeons would stay in those crs, and the quests would be limited to level 1 - 7 chars. The chests as well would revert back to the old system of chest limitation. chests in this first area would stop giving loot at level 7. The stores would hold +2 items at best, and ideally the auctions would also be separated. the auction here would have a price restriction of only 200 gold. all auctions would have their time limit extende to one week, because they are now separate.
the choke point area would have a cr of 7, that would intentionally scale to cr8 if a level 7 is in it, cr10, if a level 8 is present, cr12 if a level 9 is there, and cr14 if a level 10 or higher is present. It would stop giving loot at level 10. The idea is to discourage, but still allow "backflow" of higher level players from the 7-11 "pocket"
after this would be the "pocketed" areas intended for levels 7 - 11. the chests and quests would be limited to levels 6 - 12.
The next checkpoint would be cr 14. if a level 13 is present, cr would bump to 15, level 14 would trigger cr 16, a level 15 would bring it to its max of cr18.
the next "pocket" would be levels 12 - 17...
the next choke point, level 20 ish...
and so on and so forth.
so why "segregate" the server like this?
1) travel is too easy, and ruins run-in rp chances. teleport around from the nexus, safely and conveniently fly around the sword coast for 50 gp.
with pocketing, your characters could be given a mechanical reason to adventure. levelling up would not just mean getting xp, it would also mean getting past the choke point barrier, to advance to the next pocket, shop better stores and auctions, etc etc. it would be like a rite of passage. you would need to party up to get through. most of the time, who you find to go with you would be in your level range. there may be an odd char who has "backflowed" from the next higher pocket, that can offer passage, but meeting someone from two pockets higher would be quite rare. At least some of the rp would change from "i am about to hunt lizardmen, care to join?" to "i am preparing to adventure to beregost, but will need help..." and " need help" would be actual, mechanical need, not rp invite need.
2) getting paired up with an uber over level is quite dull and boring for most players, i would surmise. I know personally i just avoid a high level when i see it running around slaying goblins with two blows while helping malcom and matty find their key again. I know I am not the only one, because this is almost always mutual. both of us understand what is going on. sometimes there might be a few sentencs exhanged, but they know i dont want to team up with them, and i know they are just questing, and in reality just trying to get the key, pop the chests, and gtfo. Lets be real; the quests in no way encourage rp. in fact, they utterly destroy it, especially when they have no level restrictions. they are basically ooc xp gimmes. (and might i mention, boring as hell when you are far above the cr).
pocketing would keep characters in a tighter level range, encouraging more adventuring where all involved feel at least somewhat useful, perhaps even essential when traversing chokepoints.
3) PvP would improve as well. pocketing would discourage level 20s walking and talking fearlessly while they bully level fives. When chars are pocketed, their pvp interactions would have to be more cautious, unless they intentionally backflowed a couple of pockets just to bully/grief.
4) DM adventures events could be better catered to a tighter range, and avoid some how having to tell a level 24 that this is really a low level event, and he is not invited. As the event progressed, chars could recruit others, without fear of recruiting some one who ends up doing everything, or someone who the dm now feels obligated to create a challenge for. I do not know the minds of any dm, but i get a feeling most events are high level, because high level pcs always end up dominating events.
Honestly, I am done partying up for a while. For me, fighting alone is just so much more gratifying. Because the levels are all so intermixed, when i party up, i am either a) powerless, therefore, i get to do nothing but watch someone grind mosters, or b) im the powerful one, in which case, my new adventure buddy gets to just sit around and watch me slaughter everything, whch is still so dull.
I know there are a host of concerns, like guilds, basic campfire/tea party rp, etc. id be interested in hearing those, as they are not exactly activities i engage in regularly.