Good aligned PvE

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Ravial
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Re: Good aligned PvE

Unread post by Ravial » Sat Nov 03, 2018 7:40 pm

I think your idea of instanced encounters like that is really great, chad!

And I gotta say, you've got a lot of point Chambo.
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Re: Good aligned PvE

Unread post by Deathgrowl » Sat Nov 03, 2018 8:11 pm

Pretty cool idea, Chad.

In fact, my evil character ran into a dwarf quest NPC in the troll cave the other day and I got an option to kill him instead of helping him. Which I of course did, as my chaotic evil character!
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Re: Good aligned PvE

Unread post by electric mayhem » Mon Nov 05, 2018 9:42 pm

Seeing as there is some form of eternal conflict in the realms at any one point in time, where there are factions.

Would it be possible to set up a parallel server that you can travel between.
This second parallel server would have good and evil associated areas.
Or... Faction 1 and Faction 2 areas.

[Note the whole: Good vs Evil is actually two different moral codes. Evil doesn't consider themselves Evil, it's normal for them. And they consider 'good' as 'evil'.]

These two factions are at war over some conflict or some such.
People can take their characters to these war zones to RP out their Alignment conflict against PvE/PvP.
As for reasons to go there in a reward manner, perhaps some intrinsic value can be obtained for the faction, but doesn't overwhelmingly reward the characters to the point where you'll have endless camping PvP grinders owning the area, earning eternal rewards making themselves more powerful.

This idea is directly taken from other online RPGs were Faction PvP occurs in seperate areas of the server.


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Re: Good aligned PvE

Unread post by aaron22 » Tue Nov 06, 2018 12:24 pm

that idea is solid chad, but it is not the same as what I am talking about. I would say that would make for a great QoL increase for the whole server. the interactive quest stuff looks like it might be fun. I have not gotten to try them yet. not sure there are any in my paths.

having a good aligned area on the server is not gonna break the game. whatever sensibilities are being tested by such a concept is lacking perspective and likely a point where you realize the server is not your's. You will get over it.
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Re: Good aligned PvE

Unread post by chad878262 » Tue Nov 06, 2018 12:37 pm

While it's not the same as having a specific area designated to the slaughter of good guys it does expand upon the ability to roleplay evil in much the same way that currently good is supported with loads of area's to slaughter evil (or neutral) mobs.

To be clear, I'm not all that interested in any more area's to 'grind' mobs. I am far more interested in encounter based dungeons where there are a few large encounters rather than random spawn points. As someone who has good, neutral and evil PCs past and present I still focus my roleplay on being an adventurer first and foremost, the motivation is part of the RP, but in the end it's still about Dungeons and Dragons. Partying up, taking on challenges for the rewards (even if that includes empty spirit bottles and copper rings). To me the evolution of the server is about bringing about more challenges (combat and otherwise) that require, or at least encourage being in a semi-balanced party with varying skillsets in order to overcome challenges presented in PvE, because that is about 90% or more of what most folks time is spent on. By introducing new areas balanced around giving interesting challenges to groups RP will be grown organically within various timezones, especially if the rewards for taking on these challenges are equal or greater to the rewards for questing or mindlessly grinding mobs.
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Re: Good aligned PvE

Unread post by aaron22 » Tue Nov 06, 2018 1:18 pm

I don't think I said I wanted an area where I could grind out good mobs. If I did, that is not what I meant. I want a zone that is good, so the RP and the action coordinate. A sense of deepened RP can be created and played out. I am not asking to change the whole set up of the server, just add something missing to what is already there.

Moving the game to what you are requesting would be something I am willing to play. Could be loads more fun.

I am requesting a zone of good aligned mobs. How the game is designed now. And if it went to a world like your's, I would request an set up be inclusive to evil aligned.

The RP we build off of it will be what it is and mostly unforeseeable. My personal preferences to how I most enjoy the game is not what I want the game tailored toward and not what this request is directly about. The way I play and how I want to move forward is affected by how this discussion goes though.
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Re: Good aligned PvE

Unread post by aaron22 » Tue Nov 06, 2018 1:27 pm

Is there a way to have "instanced" areas? perhaps this could help with the "can't have good aligned being killed all day" concept that is unfathomable.

BTW. i do not care if the area(s) is guarded 24/7 by goodies. Sounds fun.
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Re: Good aligned PvE

Unread post by Blackman D » Tue Nov 06, 2018 2:11 pm

what would be really nice? put some good aligned areas in the underdark to grind filled with wayward humanoids

problem solved!

unless you are from the surface i guess :P
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Re: Good aligned PvE

Unread post by aaron22 » Tue Nov 06, 2018 2:16 pm

Lost Adventurer Camp in the UpD.
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Re: Good aligned PvE

Unread post by electric mayhem » Wed Nov 07, 2018 7:29 pm

Small hamlet, farm community or some such that you can attack perhaps?
Maybe a small loggers camp in a forest somewhere?
A 'good' trade caravan on the tradeway, north, south, somewhere that you can attack perhaps. Even the surface evils can RP on that one.

I mean in reality, orcs being orcs would go and raid small villages and hamlets aye? Can't we RP that already?


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Re: Good aligned PvE

Unread post by wurdpass » Thu Nov 08, 2018 2:17 pm

electric mayhem wrote:Small hamlet, farm community or some such that you can attack perhaps?
Maybe a small loggers camp in a forest somewhere?
A 'good' trade caravan on the tradeway, north, south, somewhere that you can attack perhaps. Even the surface evils can RP on that one.

I mean in reality, orcs being orcs would go and raid small villages and hamlets aye? Can't we RP that already?
These would be PIFF :dance:

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Re: Good aligned PvE

Unread post by aaron22 » Thu Nov 08, 2018 3:22 pm

cant any mob be set to non hostile and defend when attacked or even given script to attack race orc/drow.
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Re: Good aligned PvE

Unread post by enginseer-42 » Thu Nov 08, 2018 4:51 pm

I mean. As the random encounter script shows it's possible to spawn mobs.

Maybe just have a farmer. You go up to him demand his money and goodly people show up to defend his farm/caravan/whatever.

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Re: Good aligned PvE

Unread post by wurdpass » Wed Nov 28, 2018 5:40 pm

Ton of great ideas in this thread, gotta say. Wonder what others think.

Enginseer brings up a good point with a simple way to ensure that you have to ask for good aligned mobs rather than have them just hanging around

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Re: Good aligned PvE

Unread post by PaulImposteur » Fri Jan 18, 2019 9:00 pm

A neat idea. This may be a strange suggestion but maybe it's an instance that you have a dialogue with someone, and create a fun encounter area. Needs a weekly refresher quest to enter and begin to stop grind/pvp

Area: Small Hamlet
Dialogue choice 1: "I bring message of an invading force coming soon! Let me into the city!"
Spawns player near castle in area, weak peasant allies, Orc enemies to clear.

Dialogue choice 2: "I have come bringing steel and blood!"
Spawn some weak bandits or no one as allies based on dialogue. Peasant and guards to clear.

The shared instance; perhaps in the castle could be neutral NPCs cowering and this becomes a pvp area that's accessible after the quest?
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