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Post by Sirnico on Nov 13, 2015 2:00:57 GMT -5
Figured I would post up a topic for suggestions.
Possibly lower the duration of fear. Not saying drop it substantially but not have it be make dinner, watch a movie, paint a portrait, and come back to still being feared.
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Post by Tempus on Nov 13, 2015 7:13:14 GMT -5
Someone correct me if I am wrong:
I don't see where this has been nerfed at all so it's got to be following the durations of 1r/level duration (spell/breath/aura), 1 + 1/3 level (gaze) If cast by a level 40, the max duration spell, breath or aura is 4 minutes. If gazed upon by a level 40, the max duration is about 1.5 minutes.
**Obviously Bosses are excluded from this since their levels are usually epic..
Which were you wanting decreased and by how much?
P.S. You must be nuking a Hot Pocket, and watching a Vine flix while doing a Bob Ross paint by number!
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Post by Mojo on Nov 22, 2015 10:20:35 GMT -5
ive noticed that the Listen Skill on a large amount of mobs.. has made Invis impracticle. as these mobs dont have true seeing.. spot checks wouldn't see threw invis.. Listen Skill has to be the only answear.. i'm not sure if this was intentional. the only option would be to raise move silently.. and sense most caster don't have a native skill in move silently they would have to cross class it.. and wouldnt ever be able to rival said Listen check anyhow.. i don't think you would have to change every mob.. but in lower level areas like Goblin Stronghold or Jher's Lair. maybe toning down their listen check slightly to give lower level players at least a possable chance of not being heard. might help make the use of invis more practical.
Also before what we can call the Dark Ages of Redemption(the server going down) the DM team had twinked out and add/changed the Summons for Spell tier's which was also effected by feats, Spell focus,Epic Spell Focus, which would push the brackets to better summons, is there a chance these summon can be implaminted into the new redemption, they were fairly balanced and a nice peice of work. also on the subject of Summons .. a lot of the different preistegie class summons are extreamly under par with the game level of Redemption, PM comes to mind. would it be possable to work on bring these summons up to par "in a balanced non game breaking way" so that they can be usful through our our characters adventures in Redemption? i meen.. one of the PM's Undeads..Best stat of all things..was non other than a 15 in cha.. so what..Th Undead in question..Can Drool Cutly compared to other undead..so usfull when we get ready for our family Portrait later....Sigh...
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Post by Mojo on Nov 27, 2015 14:32:36 GMT -5
Energy Substitution ( Complete Arcane, p. 79)
[Metamagic] You can modify an energy-based spell to use another type of energy instead.
Prerequisite Knowledge (arcana) 5 ranks, any metamagic feat,
Required for Born of the Three Thunders (CAr) , Energy Admixture (CAr) , Lord of the Uttercold (CAr) , Embody Energy (EE) ,
Benefit Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell's normal level. The spell's descriptor changes to the new energy type—for example, a fireball composed of cold energy is an evocation [cold] spell.
Special You can gain this feat multiple times, choosing a different type of energy each time.
^^^
This would bring a new twist to PvP and PvE both.. i dont think that it would be OP as it dosn't really bring any damage to the spells, exepct for the chance the mob your facing has a weakness to said element. But would alllow Sorc/Wizards to specify their energy type on element type spells as..it discusses above. I have seen this Feat on other servers, and Cep team even built a Class around it..
Ppersonaly i feei its its own Metamagic feat, meaning it should be a meta feat.and not tailored/restricted to just a made up class.. "if it was added" it should be added as such with out being used as a class specific ability.. because.. it isn't a class specific feat. also.. for nwn.. Set the Prerequisite of Knowledge (arcana) 5 ranks.. to Lore 5 ranks..(lol im probly sure thats a "Duh..really", statement but meh). In an earlyer Statemnet i had made, i think i said it was an epic feat.. but after reading up on it more i dont think it is after all..its just a metamagic feat that requires you to have taken a different meta magic Feat prior to being able to learn it.
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Post by Tempus on Dec 6, 2015 17:37:41 GMT -5
With the new recent module (can clan) updates in place, I felt now was as good a time as any to mention (and get some feedback) on some things. It has come to light that some people might be confused about the hall upgrades. Before I clarify a few things, let me first say that in light of some events, I have updated the Clan Hall builds to include custom builds. Yes, you can submit your own hall build. HOWEVER, (and this is where the clarification comes in) it must follow the Clan Hall Building Guides. So now my clarifications:
1- A dimension is 1 tile so a 2x2 is 2 tiles (row) by 2 tiles (column). When increasing the dimensions of a room, submit the row and column increases you want (e.g. 6x0 means to increase an area by 6 rows)
2- A corridor is built within a dimension. The are used to divide large areas and areas between the main hall and a portal room
3- Unless you build your own hall, I will design it. Yes, it will be basic, but if there are purchased placeables, I will put them where its most appropriate
4- If you purchase a placeable, unless you specify it (e.g. wooden bench, plush sofa) I will take only the base version. Example, you purchase a chair. Without specification, you might get a wooden one, a lordly one or possibly a recliner
5- Do not request the placement of purchased placeables. I will do the best I can, but chances are, it wont be what you envisioned. If you want something done specifically during the upgrade, make and submit a custom one
6- Once you purchase an Alter, I will take your clans charter, code of ethics or rules and post them to the alter, viewable with Examine. If you don't have any.. I will write my own mumbo-jumbo
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Post by Tempus on Jan 7, 2016 7:24:41 GMT -5
Energy Substitution ( Complete Arcane, p. 79) [Metamagic] You can modify an energy-based spell to use another type of energy instead. Prerequisite Knowledge (arcana) 5 ranks, any metamagic feat, Required for Born of the Three Thunders (CAr) , Energy Admixture (CAr) , Lord of the Uttercold (CAr) , Embody Energy (EE) , Benefit Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell's normal level. The spell's descriptor changes to the new energy type—for example, a fireball composed of cold energy is an evocation [cold] spell. Special You can gain this feat multiple times, choosing a different type of energy each time. ^^^ This would bring a new twist to PvP and PvE both.. i dont think that it would be OP as it dosn't really bring any damage to the spells, exepct for the chance the mob your facing has a weakness to said element. But would alllow Sorc/Wizards to specify their energy type on element type spells as..it discusses above. I have seen this Feat on other servers, and Cep team even built a Class around it.. Ppersonaly i feei its its own Metamagic feat, meaning it should be a meta feat.and not tailored/restricted to just a made up class.. "if it was added" it should be added as such with out being used as a class specific ability.. because.. it isn't a class specific feat. also.. for nwn.. Set the Prerequisite of Knowledge (arcana) 5 ranks.. to Lore 5 ranks..(lol im probly sure thats a "Duh..really", statement but meh). In an earlyer Statemnet i had made, i think i said it was an epic feat.. but after reading up on it more i dont think it is after all..its just a metamagic feat that requires you to have taken a different meta magic Feat prior to being able to learn it. HOLY CRAPTASTIC Batman!! I wouldn't even know where to begin in implementing this!
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Post by Sirnico on Jan 27, 2016 2:26:09 GMT -5
I will be posting this on facebook as a response to what tyr has posted. You guys are doing a fantastic job at reviving the server please do not take any of this personally.
Really right now the server feels like its at a fraction of what it used to be and that in itself may make the server suffer. But below are my thoughts on the server and whether or not it can improve.
1. Areas Right now it seems like everyone is going to the same areas to level and not deviating from a specific path. The server direly needs more diversity in areas to both explore and use to level. Maybe add in more options and places that are keyed more to certain classes. IE monsters weaker to certain features of a class. If you gear a area towards clerics fill it with undead or stuff weak to damage divine spells do. But im sure you get the picture. Dont remove areas because your working on them. Keep them in the module and fix them behind the scenes then when the area is finished replace it. The exception to this rule is if its going to break the server.
2. Items One of the most dissapointing things i find in the server is the lack of monsters dropping loot. It seems like a large number of monsters on the server do not drop anything or if they do its unsellable. More monsters need to drop loot especially if they are in the level 30+. Its a huge let down if you venture into a level 40 area and nothing drops items. You dont even have to make them always drop anything. This is where rng comes into play. You could script in a certain item dropping from a certain set of mobs. Another thing I have noticed is certain items are favorited over others. Diversity of items would get people to explore areas and want to go after that katana that does X capabilities. This again ties into what I just said about items. I do understand that you guys want to keep boss runs ran by DMs but lets face it we do not have the population to set schedualed runs. My thought process on how to fix this. I have a few thoughts on it. Place bosses back into server to roam free. I know you guys dont want gear to run rampant and all but lets face it NWN is a dying/dead game. We are here to have fun. If you guys keep it dm ran its going to keep people from being able to tackle said bosses because either person C cant make it and now all of a sudden the run cant be done. Trust the player just because you put the big shiny in front of them doesnt mean they will run amoke with it. If we get overgeared work in a system that allows you to trade in boss gear and QP in exchange for a permanent boost. Create a system out of it. Lord hellspires cloak + 10 QP gets you X permanent bonus. Now you can still keep bosses dm ran. Maybe make the DM ran run likes the days of the old were they were a quest on top of the run. Maybe make people feel more inclined to attend by upping what a DM ran boss will give.
3. Quest Points and Quests More hints for quests. More npcs pointing you in X direction. Maybe you could add in dialog to the town guards that point you in a certain direction spurred by what level you character is. Place books and notes in chests/barrels that tell of a hermit in x cave that is looking for help. Also I dunno if this is in the works but give the quest points more then just working up to remorts. Allow the players to craft a weapon from the gods or buy a piece of a craft with quest points. Quest points can easily became a currency that the dms regulate like an open market. You could also add on the ability to trade them in for experience.
At the moment thats what comes to mind.
Oh yeah put back in the old staff of norris. Unlimited magic missile is not OP. 5d4+5 at caster level 9 is only 10 - 25... Melee will far outdo that quickly.
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Post by Sirnico on Jan 28, 2016 22:43:02 GMT -5
Also include a craft for each slot of an item. Perhaps even make trinket crafts and such. One type of craft I can recommend that should be super cheap to help the melee types level is something like...
Cost 250k Misc Item
3/day on use flame weapon (x level) or 2/day on use dark fire (x level)
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Post by Corvus on Oct 18, 2016 18:56:13 GMT -5
Is there such thing as a flame weapon scroll for monk gloves? After all...his hands are the weapon...
Raven
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Post by Corvus on Oct 18, 2016 18:59:38 GMT -5
Is there a way of adding a clan token giver some where in town. I know i have new alts that unless i get another person to give me a token...i can get in my hall...
I dont know if it possible with a IP address...
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Post by Tempus on Oct 19, 2016 12:15:45 GMT -5
Hello Raven!
I have been remiss in getting back in touch on the forums here (I will have to correct that!).
In response to your last two posts: "Is there such thing as a flame weapon scroll for monk gloves?" ===> There is not currently, no. However. I like the idea. It might be possible to script this (more complicated and involved) or simply provide "The Flaming Hand of Fate". Which would you prefer?
"Is there a way of adding a clan token giver some where in town?" ===> There is a way to do this, yes but I fear it might take all the fun out of "clan assembly". Are you suggesting that an NPC offer a conversation to any player and provide them the option to give them a token if any one other of their PC's is a member? If so, I have a few questions: 1- How do others feel about this? 2- What happens if I have a PC that is a member of different Clan?
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Post by yealls on Oct 20, 2016 11:12:33 GMT -5
I like the idea of a clan token giver in town. If the token giver can check someone's account to see what their faction is. The token giver could then give the proper clan stone. If the account does not have a faction ( i.e. Loner) then a notice could then be given to a clan representative for recruitment. Another possibility would be for the token giver to be in the area near each clan hall. This would require 3 token giver versus only a single one in town.
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Post by ucvaizowifiwe on Jun 7, 2019 2:42:35 GMT -5
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