and since there are as many not-Mac posts as actual Mac posts, I thought perhaps a separate thread would be a better place to start some conversation around Maecius' design notes, play experiences and what have you. I'll start with a few personal opinions I had as reading the various experiences from our fearless leader.Maecius wrote:I'll also allow comments here, but I would actually prefer them in PMs, so that I can try to keep this thread as tidy as possible (for easy reference when I'm looking back at design issues to consider).
I find all of the Design Notes well thought out and insightful, but we do have a limited staff so it will be necessary (eventually) to come up with a prioritization. Otherwise folks will just pick stuff up willy-nilly which may not synergize with server direction.
This seems more like Ultima IV rather than D&D. However, if it is done in such a way as to help new players and it's skippable I suppose it's ok. I wouldn't want every evil PC created starting in Soubar personally as it isn't like there are NO evil people in BG...Maecius wrote:I idly wonder if we should have a "processing" point where new PCs get some Q&A to place them at a starting map (as Mystra and Shaud currently do, albeit not incredibly clearly in the case of starting in Soubar), and to give them some server information. I'm imagining something like a border checkpoint. Don't know if this would be a burden every time someone made a new character, though I suppose we could make it skippable.
Graveyard is CR 1.5 while the cave therein is CR2 so it should be difficult at level 1, even if in a party you should have to be careful of your HP, getting surrounded, watching out for tougher spawns, etc. As always, equipment matters and consumable potions can make you relatively safe (other than getting one of those wonderful NWN2 dice rolls where enemies get 4 20's in a row). A key in D&D which many players (pnp and CRPG) is that spending money/resources to PREVENT damage is far more cost/resource efficient then healing damage in the vast majority of situations. potions of Barkskin, Mage Armor, Shield and Heroism (total cost ~500 gp, so to start it might be more realistic to just go Barkskin and Mage Armor, then add heroism when you can afford and shield last since it has shortest duration and is the most expensive).Maecius wrote:The graveyard itself was dangerous at level 1 (that's where I died), but not punishingly so. I leveled up quickly and at level 2 the going was safer. It probably helped considerably that I was in a party, and that I've gotten over my historic "consumables shyness" (I probably burned through 10 cure light wounds potions last night, where in the past I'd always horded consumables until I had 99 of them sitting there doing nothing). All in all, I think the challenge level was acceptable for a CR 1-3 dungeon, especially in groups. You do need to bring the right weapons, though, which could be a trouble spot for new players. I forgot to check if the Flaming Fist at the gate to the graveyard suggest bringing the correct weapon types. I'd rather do something like that than turn off the DR entirely, I think, as it is a good introduction to D&D fundamentals (i.e. "make sure you bring the right equipment for the job," and, "undead can actually be pretty scary in this game"). The oozes in the cave dungeon might be a really nasty surprise for a new player, though; not sure if we should keep them as a learning experience as well, or consider replacing them with something "easier." My four-man party made it past them without any deaths, so maybe they're fine. A necromancer boss fight did more damage to us than anything else. Either way, low levels is where you probably want to learn tactics, when the cost of failure is low and easy to recoup. At higher levels, losing XP can feel like more of a grind to recover. I had my -200 XP back in probably less than 2 minutes once I was back in the graveyard.
I love the conclusions you came to Mac and it is my approach when playing as well. Even after 4 years I still haven't seen 100% of the server and I relish the challenge of trying to survive in the unknown environments when I enter them. Such things are few and far between now, I would hate to rob new players of the feeling that comes from areas that are truly dangerous.
Should a builder or someone skilled enough with the toolset to create a shop be interested, there is plenty we could do without introducing any 'epic' shops. Currently we have a pretty noticeable gap between +2 level equipment (such as what's available in Seven Suns) and Epic... Aside from very few exceptions you either get +2 stuff for ~10K or you get Epic stuff for anywhere between ~80K and 500K. We could really use some +3 versions in the ~15-70K range to support players that struggle to get the large amounts of gold to get a full range of epic equipment.Maecius wrote:Many of the shopkeepers in the Wide are also stoically silent, though I'm very glad we moved it and expanded it (great work to builders there, it definitely feels more like a market than before). Still, shouldn't the butcher NPC sell meats? The farmers other food items (one has a fish stand, another a fruit stand)? Who are "Jerta" and "Red Corel" and what should they sell? Etc., etc. The epic shop is hyuuuge, and should maybe be broken up into more thematically appropriate shops across the server to encourage exploration and make "the menu," as it were, more manageable? It just feels a little weird as a one-stop shop.
If it is seen as necessary or if a really cool (and not overly powerful) idea comes along for a new epic item it could be included, so long as it is not just adding more power creep. Or as Mac says, the Epic/Hell shop merchant could have inventory split up.
Personally I would prefer the names over NPC heads be changed to include "Quest" or something similar... I'm 40 years old with bad eyes and the mini-map is already far too mini (I nearly ALWAYS have the actual map taking up ~25% of my screen real estate just so I can keep track of where I'm at.) Map pins should be utilized for important locations that remain important, not the (hopefully soon to be one time) quest givers that I generally have no interest in.Maecius wrote:Idle thought: Should quest-givers have map pins? Roy's name at least indicates he's a quest-giver (and indicated that it's a level 1-ready quest), but given that so many NPCs are otherwise useless, there's not a lot for players to go on when determining who's important to talk to. They can either click on everyone (which is not very rewarding right now, since most people have nothing to say), or we can provide some sort of feedback. Most games these days provide little excitement marks above NPC heads or other visual indicators, but we could probably get away with map pins?
I have nothing to add...I love these idea's. Also, it's cute that you think anyone would give up their +3/4 dodge boots for 5% concealment, even if it's permanent...Maecius wrote:I really love the new hunting and cooking mechanics. Skinning and cooking meat, that is. Might be nice if the "Cooking !" option at campfires lost the excitement mark, or if there at least wasn't a space there, though? I wonder, also, if we could expand this, particularly for characters with survival investment? Maybe if we implement crafting, we could incorporate hunting and harvesting into the mechanics -- a Monster Hunter-esque system where you carve out dragon hearts and umber hulk carapaces to make unique armor, etc. Imagine hunting displacer beasts for tentacle stalks and then a black dragon for its hide to work with a crafter PC in order to make boots with 5% concealment, etc.? Maybe a character with high survival has a higher chance of harvesting rare or valuable components (maybe a wizard really wants that beholder eye, but, not having any skill in butchering animals accidentally destroys it trying to cut it out -- oh, if only they'd brought a ranger!)? Just a random example and some random thoughts of course, as any system developed will have to be vetted by QC. But I think it would be neat if we could incorporate hunting and harvesting mechanics into it.
I'd love this... Builders should look at what Gedwey Insignia did with Ulcaster Ruins for inspiration or what Tfunke did when he completely rebuilt Durlag's Tower. Really nice area's that require using your noggin, which means you'll probably have to enter multiple times before you see everything.Maecius wrote:Came across the first part of the ruins puzzle with the statue with the hollow eye. I'd forgotten we put this puzzle in, and was glad to be reminded of it. More dungeons should probably have a similar sense of mystery and encourage exploration in addition to killin' and lootin' things. Something to keep in mind when updating maps and even establishing new dungeons -- if they can encourage roleplay and player curiosity, that's a good thing! It gives people a reason to prepare and come back, if nothing else.
Finally, as to whatever issues with Mac's build or RP builds in general...
It appears Mac has pretty much always been in a party (and even in so called 'dead times'), but end of the day levels 1-10 there is not much you can't overcome solo with any build through simple use of consumables. After that dispels will start making that tactic a bit tricky (or expensive). I think the complaints about difficulty of the server remain unfounded throughout the leveling process though. Simply put, CR rating is assuming a party size of 3-5 (or is it 4-6?) as the D&D standard. Thus, if you are going to the Trollclaws solo at level ~17 you SHOULD struggle. The area and various interiors there are all CR16-20, so you should have at least 3 level 17 PC's partied up to take on the area. Of course there are power builds that can solo the area at 16, but that is a weakness of the D&D class system. "RP" builds are more than capable of handling the content of the server if they are properly prepared and either stick to area's 1 or 2 below their CR (maybe even 3-4 below CR with dynamic spawns) or do what D&D was designed for, group up with some other PC's!

