Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: failed.bard on May 01, 2009, 05:57:03 AM

Title: Krofburg feedback
Post by: failed.bard on May 01, 2009, 05:57:03 AM
Visually beautiful, Corvus did an amazing job.

A few things to note:

Marilena only has one of each item to sell.  That will need to be toggled.

The barrels outside the smithy have default names in blue.
Title: Re: Krofburg feedback
Post by: failed.bard on May 01, 2009, 06:33:26 AM
I had ultravision cast, so I didn't notice, but apparently it's not dark at night.

the "House of Eternal Dawn" is "Sanctuary of the Eternal Sun" on the map.

Ruben Ureche either doesn't have a convo, or it's not attached properly.
Same with Johan Phfalz, and Petru Balcscus.

The tannery also needs a basin for tanning.

Barbat Surdul and whoever runs the wool works are MIA.
Title: Krofburg
Post by: Metal_ash on May 01, 2009, 10:33:49 AM
Absolutely awesome looks and feeling there, a stunning work.
One sad part in my eyes is there be no shrine or church for the lawgivers ;)
But the place in it self, not much more you can ask for in a mining village.
Title: Re: Krofburg
Post by: Metal_ash on May 01, 2009, 10:35:22 AM
And just noticed there was a thread on it, so maybe move my post to that thread if possible.
Sorry :oops:
Title: Re: Krofburg feedback
Post by: Vokan on May 01, 2009, 11:09:41 AM
I'll say again that the village looks absolutely excellent (even after I destroyed it with dragons and fire giants a few times...) :D

On the donations board, it's also a bit disconcerting that, for example, the Lawgivers are placed beneath the Red Vardo on the list, even though the lawgivers donated 10 times as much. The heaviest donaters feel like sort of an 'afterthought.' Unless the Burgomeister really just doesn't care about that damn outlander money :D
Title: Re: Krofburg feedback
Post by: Corvus on May 01, 2009, 12:02:49 PM
the lack of lawgivers shrine is all political IC  :D   same with Vardo over the Lawgiver on the list  :lol:

Keep the feedback coming so we can finetune and fix things!

And huge thanks for the positive feedback!
Title: Re: Krofburg feedback
Post by: Charon on May 01, 2009, 12:18:59 PM
From an aesthetic point of view absolutely stunning, just as the rest of Ghakis.
Some serious new room for all the PCs to spread out and RP.  :rock:

Was a bit overwhelmed by all the vivid green all of a sudden in the else so grey mountains. maybe there could be some green patches and maybe some firs in the area near Korfburg to prepare the visitors senses
Title: Re: Krofburg feedback
Post by: fulkren on May 01, 2009, 02:39:55 PM
very awesome. other than whats been addressed, looks great. i wish the Village of Barovia was redone using the same tileset.

outstanding work Corvus :)
Title: Re: Krofburg feedback
Post by: fulkren on May 01, 2009, 04:17:14 PM
From an aesthetic point of view absolutely stunning, just as the rest of Ghakis.
Some serious new room for all the PCs to spread out and RP.  :rock:

Was a bit overwhelmed by all the vivid green all of a sudden in the else so grey mountains. maybe there could be some green patches and maybe some firs in the area near Korfburg to prepare the visitors senses


i think the town is built in a valley to begin with, and i think it would have always been that way if the Evil Residing there never settled.

Title: Re: Krofburg feedback
Post by: Charon on May 01, 2009, 06:33:33 PM
I wrote the post a little while after i have been there and i have to correct myself. There are a lot of trees and bushes in the area near Korfburg  - mea culpa

I would like to specify: After you walk down to the last and lowest part of the area 'Near Korfburg' where the transition is, you are standing on plane rock. after transitioning you are surrounded by grass.
In case that is even possible, I think it would be more consistent if only the very last part of 'Near Korfburg' had some grass as well.
Title: Re: Krofburg feedback
Post by: Corvus on May 01, 2009, 07:19:30 PM
I wrote the post a little while after i have been there and i have to correct myself. There are a lot of trees and bushes in the area near Korfburg  - mea culpa

I would like to specify: After you walk down to the last and lowest part of the area 'Near Korfburg' where the transition is, you are standing on plane rock. after transitioning you are surrounded by grass.
In case that is even possible, I think it would be more consistent if only the very last part of 'Near Korfburg' had some grass as well.


Tilesets suck  :?
Title: Re: Krofburg feedback
Post by: arrmuth on May 01, 2009, 10:26:39 PM
The place looks awesome. Really has an old world,rustic feel to it. You guys need to redo the entire server this way.
Title: Re: Krofburg feedback
Post by: Kendric98 on May 01, 2009, 11:23:34 PM
First off i thought it looked great. And +1 to redooing the other areas like it was. Now for the negitive, I didnt feel it was worth walking so far to go to it more than once. It was fun to go look at but seemed lacking in content for me or things to do. I realize this is probobly because were a roll play server but after that new car smell wears off for the players i think they will just return to the outskirts to gather and rp again. Fill it with roll playing players or something to do and players will be intrested otherwise i think it will go abandoned like everywhere else but valk.
Title: Re: Krofburg feedback
Post by: failed.bard on May 02, 2009, 12:15:16 AM
First off i thought it looked great. And +1 to redooing the other areas like it was. Now for the negitive, I didnt feel it was worth walking so far to go to it more than once. It was fun to go look at but seemed lacking in content for me or things to do. I realize this is probobly because were a roll play server but after that new car smell wears off for the players i think they will just return to the outskirts to gather and rp again. Fill it with roll playing players or something to do and players will be intrested otherwise i think it will go abandoned like everywhere else but valk.
  Which is why I moved my smith up there.  Once all the NPCs are in, and everything is polished up right, I'll have him putting on special offers from time to time to encourage people to go up there.  It's an area that has an enormous amount of potential, especially as a staging grounds for trips up Ghakis.
Title: Re: Krofburg feedback
Post by: Corvus on May 02, 2009, 04:23:41 AM
First off i thought it looked great. And +1 to redooing the other areas like it was. Now for the negitive, I didnt feel it was worth walking so far to go to it more than once. It was fun to go look at but seemed lacking in content for me or things to do. I realize this is probobly because were a roll play server but after that new car smell wears off for the players i think they will just return to the outskirts to gather and rp again. Fill it with roll playing players or something to do and players will be intrested otherwise i think it will go abandoned like everywhere else but valk.

What has been added is the first version, wich I noticed even lacked a propper dialog for Johan Phfalz. I hope to add more to Krofburg along with more in the mines.  :D
Title: Re: Krofburg feedback
Post by: DM Tarokka on May 02, 2009, 04:25:05 AM
I like the area a lot and I must agree also with the some few issues there are (like the missing night). Maybe the inn wants better placed rooms and maybe more than 2.
Title: Re: Krofburg feedback
Post by: Shadowthrone on May 02, 2009, 04:46:14 PM
Krofburg is beautiful.

However, the Morninglord priest Fredek Sima does not raise the dead. :)
Title: Re: Krofburg feedback
Post by: Vespertilio on May 02, 2009, 07:31:12 PM
It has a rustic beauty and charm that will hopefully encourage native pcs to linger, there is a lot of potential for it to become another place to find consistent rp particularly for natives.

Are there plans for the mines to have further expansion that includes ores?  It would give native pcs a means to gather some of those materials with a parallel difficulty level, that doesn't involve dealing with those filthy pictics.   Perhaps another means of gathering coal that is dangerous and life risking of a different sort but friendlier to native non caster/magic oriented pcs. A build up of toxic vapors in certain pockets of the mine, portions of mine areas that for some reason arcane spells do not behave properly in or fail to work completely, yet suffer from random cave ins/rockfalls, more 'mundane' situations that require hardiness of a more natural sort to counteract over enchantments and witchery.

The road is still considered unsafe according to the sign, and the road is indeed broken in places, the terrain rough.   I've always wondered if it had been considered to have random rock slides, similar to the rocks falling down in Dvergenheim as an indication of such danger to those who would make the journey.

The inn could certainly use more than two rooms I agree.  It may also be a fine place for a more rustic oriented native pc to find employment over the Broken Bell if other pcs choose to frequent the area.

Title: Re: Krofburg feedback
Post by: Dhark on May 02, 2009, 10:17:52 PM
The most mouth watering  areas in the game ( aisde possibly from the swamps out side Barovia village)..the place has a real aged & lived in feel .
I agree Id love to see a good deal of the server redone in this tileset ..but maybe that would dectract from the areas that are .

Wondering if theres a cauldron for herbalists there ( didnt have time to barge into all the homes like an ignorant outlander  :roll:)
IMHO 2 Inn rooms is fine , though as said the Inn menu needs a little tinkering

Just simply a truly beautifull set of areas  :cheer:

Title: Re: Krofburg feedback
Post by: failed.bard on May 03, 2009, 02:49:16 AM
Two screenies of things to fix for Corvus' benefit.  Spoilered purely for size issues.
Spoiler: show

(http://i191.photobucket.com/albums/z245/Failed-Bard/nwn%20other/Badfencespot2.jpg)
(http://i191.photobucket.com/albums/z245/Failed-Bard/nwn%20other/badfencespot1.jpg)
[
Title: Re: Krofburg feedback
Post by: Bad_Bud on May 03, 2009, 03:34:16 AM
Crap.  There goes my goat pen access.
Title: Re: Krofburg feedback
Post by: failed.bard on May 03, 2009, 10:02:08 PM
Marilena only has one of each item to sell.  That will need to be toggled.

The barrels outside the smithy have default names in blue. ~ Fixed

Missing Weather System ~ Fixed

Not dark at night. ~ fixed
the "House of Eternal Dawn" is "Sanctuary of the Eternal Sun" on the map.  ~ fixed

Missing Convo Ruben Ureche
Missing Conco Johan Phfalz
Missing Convo Petru Balcscus.

The tannery also needs a basin for tanning.  ~ fixed

Barbat Surdul MIA
? Luftun MIA.

Goat pen issues (There are actually three places you can walk through, not just the two)
Title: Re: Krofburg feedback
Post by: arrmuth on May 04, 2009, 01:00:58 AM
.  It's an area that has an enormous amount of potential, especially as a staging grounds for trips up Ghakis.

Thought you had to go up ghakis to get to it? I know the sign near the mines points you to the mines,the town and the mountain but i followed the direction to go up the mountain and never found a transition spot. Did i miss it or is it to be added later?
Title: Re: Krofburg feedback
Post by: failed.bard on May 04, 2009, 04:07:04 AM
.  It's an area that has an enormous amount of potential, especially as a staging grounds for trips up Ghakis.

Thought you had to go up ghakis to get to it? I know the sign near the mines points you to the mines,the town and the mountain but i followed the direction to go up the mountain and never found a transition spot. Did i miss it or is it to be added later?

  What I meant by that, was that if you were planning a trip to the peak, the town is a convenient and safe place to meet up and prepare for it.
Title: Re: Krofburg feedback
Post by: arrmuth on May 06, 2009, 03:13:24 AM
.  It's an area that has an enormous amount of potential, especially as a staging grounds for trips up Ghakis.

Thought you had to go up ghakis to get to it? I know the sign near the mines points you to the mines,the town and the mountain but i followed the direction to go up the mountain and never found a transition spot. Did i miss it or is it to be added later?

  What I meant by that, was that if you were planning a trip to the peak, the town is a convenient and safe place to meet up and prepare for it.

Yea i understand that. What im asking is how do you get to the peak. Ive never been up there.
Title: Re: Krofburg feedback
Post by: Dhark on May 06, 2009, 01:23:15 PM
Just before Krofburg , theres a steep rocky slope off to the left, head up there....its probably best you find a guide , its easy to get lost up there.
Title: Re: Krofburg feedback
Post by: ethinos on May 06, 2009, 09:06:38 PM
The Daily Wares shop is called General Wares when you enter the area. Also, the merchant was there after dark. Do these merchants stay open 24 hours?

Not really sure why, but even with my dwarf and his darkvision, I could barely make anything out at night without having to grab a torch. Is this intentional or a remnant of the changes we have with regards to the darkness scripting we have? I've also noticed that darkvision is sometimes negated by inclemental weather. I can see fine in dungeons, but outside my darkvision seems to be mostly useless sometimes.
Title: Re: Krofburg feedback
Post by: Primeape on May 07, 2009, 03:13:22 PM
Question both regarding Krofburg and the whole mountain area in Ghakis.. Is it, or is it not regarded as a "wilderness" area.. Because my ranger does not gain the skill-bonus from "trackles-step" feat?
Title: Re: Krofburg feedback
Post by: Truth on May 07, 2009, 03:32:51 PM
*ahem* How do you get there ? lol
Title: Re: Krofburg feedback
Post by: Wids on May 10, 2009, 10:48:12 AM
*ahem* How do you get there ? lol
You know the road that goes to Dvergeheim?  Go off the road to the southeast corner of the map; look for the stairs going down.  After that, just follow the roads and bridges; you'll get there eventually.

I finally got to see Krofburg last night, and it looks pretty sharp.  I have to agree: Vallaki and Barovia Village could take a few samples from Krofburg's tileset.  :)

Warning: Big damn screenshots!

Spoiler: show

(http://nwn.tritonius.com/Krofburg01.jpg)

(http://nwn.tritonius.com/Krofburg02.jpg)

(http://nwn.tritonius.com/Krofburg03.jpg)

Ye olde mud huts.   :mrgreen:


(http://nwn.tritonius.com/Krofburg04.jpg)

Waterwheels rule.


(http://nwn.tritonius.com/Krofburg05.jpg)

One of Krofburg's numerous hidey holes for anyone who might need a place to hide from the peasants.  ;)

Also, see that little tiny waterfall from some subterranean stream there?  It looks neato.  Why did I never notice any little waterfall downpour things like that in NWN before?


(http://nwn.tritonius.com/Krofburg06.jpg)

Ana Cain is famous.   8)


(http://nwn.tritonius.com/Krofburg07.jpg)

Now Viorica Biserica's false identity will endure forever!   :twisted:


(http://nwn.tritonius.com/Krofburg08.jpg)

Did you ever take a screenshot, only to forget why you snapped it later?  Ah, well.  The shop's pretty cool, isn't it?  The agents apparently honor a policy of not talking to those magic-tainted womb freaks, though.  :?

...Oh, that's right.

The Krofburg guard apparently isn't one to go looking for trouble, so he won't bother your caliban unless your caliban walks up and talks to him.  Heh...judging by the guard's measly damage (and he struck her two or three more times later, when he wandered into the inn while I was tinkering with one of Bai Shan's outfits), I think Bai Shan would have ended up cleaning his clock if she didn't abort the fight and run off.  And he's the only guard, too.  I think Bai Shan had best claim Krofburg as her new home, because those poor peasants need all the righteous protectors they can get.  :P


(http://nwn.tritonius.com/Krofburg09.jpg)

(http://nwn.tritonius.com/Krofburg10.jpg)

The Wandering Billy Inn: Proudly serving our misunderstood caliban friends since 2009.   :mrgreen:

(Note to the devs: Marilena's wares aren't unlimited; everything she sells is the last such item in stock, apparently.  Somebody might want to fix that; I was hoping to buy two apples last night.  :| )


(http://nwn.tritonius.com/Krofburg11.jpg)

Bah bah, billy goat!

The lower vineyards have some pretty sweet daytime music, too.  Does anyone know what tune that is?


(http://nwn.tritonius.com/Krofburg12.jpg)

Bath time.  :oops:


So that was my first visit to Krofburg.  Too cool for words!  Seeing how pretty Krofburg looks in contrast to the Village, it makes me wonder what Immol will look like when the devs finally get around to building it.   :dancing:
Title: Re: Krofburg feedback
Post by: Impotent Collateral on May 10, 2009, 11:20:04 AM
Excellent design, atmosphere, sound, everything. Can't wait to get involved.
Title: Re: Krofburg feedback
Post by: ThAnswr on May 10, 2009, 12:07:33 PM
Quote
Warning: Big damn screenshots!

Small damn skimpy outfit for the mountains in winter.   :lol:
Title: Re: Krofburg feedback
Post by: Wids on May 10, 2009, 01:34:02 PM
Quote
Warning: Big damn screenshots!

Small damn skimpy outfit for the mountains in winter.   :lol:
Be glad it's not a gingham dress.  :P

Besides, she can take it.  It's fire that makes her feel not-so-cozy.   :|
Title: Re: Krofburg feedback
Post by: Corvus on May 10, 2009, 07:57:18 PM
About the music used. Most audiotracks are taken from either Icewind Dale or Baldurs Gate games. The Lower Vineyard is an ambient track from Baldurs Gate 2.  :D
Title: Re: Krofburg feedback
Post by: Impotent Collateral on May 10, 2009, 08:26:16 PM
Whenever I walk through Krofburg, I feel like I'm back in Easthaven.  :cloud9:
Title: Re: Krofburg feedback
Post by: Wids on May 11, 2009, 12:13:23 AM
About the music used. Most audiotracks are taken from either Icewind Dale or Baldurs Gate games. The Lower Vineyard is an ambient track from Baldurs Gate 2.  :D
What about all the Castlevania music that I keep hearing everywhere?  :D
Title: Re: Krofburg feedback
Post by: failed.bard on May 12, 2009, 09:36:48 AM
Marilena only has one of each item to sell.  That will need to be toggled.  ~ fixed

The barrels outside the smithy have default names in blue. ~ Fixed

Missing Weather System ~ Fixed

Not dark at night. ~ fixed
the "House of Eternal Dawn" is "Sanctuary of the Eternal Sun" on the map.  ~ fixed

Missing Convo Ruben Ureche  ~ fixed
Missing Conco Johan Phfalz
Missing Convo Petru Balcscus.  ~ fixed

The tannery also needs a basin for tanning.  ~ fixed

Barbat Surdul  ~ Fixed
? Luftun MIA.

Goat pen issues (There are actually three places you can walk through, not just the two)


It's slowly getting there.


Edited to adjust for presence of the smith now.
Title: Re: Krofburg feedback
Post by: Wids on May 12, 2009, 10:01:47 AM
Marilena only has one of each item to sell.  That will need to be toggled.  ~ fixed

The barrels outside the smithy have default names in blue. ~ Fixed

Missing Weather System ~ Fixed

Not dark at night. ~ fixed
the "House of Eternal Dawn" is "Sanctuary of the Eternal Sun" on the map.  ~ fixed

Missing Convo Ruben Ureche  ~ fixed
Missing Conco Johan Phfalz
Missing Convo Petru Balcscus.  ~ fixed

The tannery also needs a basin for tanning.  ~ fixed

Barbat Surdul MIA
? Luftun MIA.

Goat pen issues (There are actually three places you can walk through, not just the two)


It's slowly getting there.
Don't forget the thing about Fredek Sima not raising the dead.  Considering the number of lives that Mt. Ghakis claims each year, that might be necessary to fix.  :P
Title: Re: Krofburg feedback
Post by: Grieyls on May 17, 2009, 07:52:09 AM
Visited the place just today... Awesome... Was playing Darkness Over Daggerford module earlier actually which uses the same tileset and was thinking to myself... "Gee, would be cool of POTM used this tilset.. And low and behold you have. Now, I think I now know the perfect home for Dook   ;) :mrgreen:

EDIT: Oh yeah, and I have to agree that Barovia Village would be much improved if the same tileset was used as was for Krofburg.
Title: Re: Krofburg feedback
Post by: Grieyls on May 20, 2009, 08:16:26 AM
Took Dook up there for a visit... Some things I've noticed... The Upper Vinyards seems to suffer from perpetual daylight, also there is a cave in the Lower Vinyards area that is constantly well lit, think it should be pitch dark at night and only shady during day (just my oppinion mind you). Also there is a camp fire near the Inn that as you pass it at night you get blacked out as if a Darkness spell was cast on you. Is that supposed to happen? Goes away once you pass the campfire though.
Title: Re: Krofburg feedback
Post by: Emomina on May 21, 2009, 08:58:28 PM
Went to Krofburg, and must say it is a welcome addition, now we only need some PCs to make it home. :)
Title: Re: Krofburg feedback
Post by: failed.bard on May 22, 2009, 02:22:22 AM
Wilhelm moved there right away.  I wouldn't reccomend it for anyone without natural cold DR, though.  He was taking 7 to 11 cold damage shots through the past winter in the day.
  I actually like the end of the road feel of it, as opposed to Barovia village that's really only useed as a stop-over for dungeon runs.
Title: Re: Krofburg feedback
Post by: failed.bard on May 24, 2009, 03:20:18 AM
  The smithy could use a trash bin.  I'll look at the other shops later and edit if they're missing one as well.
Title: Re: Krofburg feedback
Post by: Mcskinns on May 25, 2009, 01:45:42 AM
The merchant in the Wandering Billy quotes room prices as 15 fang per night, but only charges 10 when you get the key.

Title: Re: Krofburg feedback
Post by: DM Tarokka on May 25, 2009, 04:21:51 AM
(and it's a robbery!!! :))
Title: Re: Krofburg feedback
Post by: Wids on May 25, 2009, 11:18:49 AM
The merchant in the Wandering Billy quotes room prices as 15 fang per night, but only charges 10 when you get the key.
Arrgh, you spilled the beans!  So much for our secret special 5 Fang discount....  :facepalm:

...I mean, that's an intended feature, carefully planned and perfectly implemented by the devs.  You see, Marilena says that the actual rate is 15 Fang, but it's really 10.  Lying about the rate is her way of tricking the customers into thinking that they're getting a deal, thus encouraging them to stay at the Wandering Billy more often...which means more gold lining Marilena's pockets.  See how that works?   :mrgreen:

But you know, the humble Village of Barovia is still quite posh compared to Krofburg--and it's the nearest settlement to Barovia's seat of power, Castle Ravenloft--yet their inn's best rooms cost a mere 5 Fang.  Perhaps 10 Gold is still too much to ask for the Wandering Billy's two tiny rooms.  Marilena may wish to reconsider her rates....  :?

(And how did the inn come to be named the Wandering Billy?  That name doesn't sound very Barovian....  :P )
Title: Re: Krofburg feedback
Post by: DarkWyvern on May 25, 2009, 11:21:58 AM
It does if they've got a farm full of Billy Goats which they do.

Title: Re: Krofburg feedback
Post by: Wids on May 25, 2009, 11:34:04 AM
It does if they've got a farm full of Billy Goats which they do.
This is true.

And let it be known that warm, fuzzy animals are never far from DM DarkWyvern's thoughts.  :P
Title: Re: Krofburg feedback
Post by: Khuzadrepa on June 02, 2009, 03:20:28 PM
Tilesets suck  :?
I beg to differ. :)

Without tilesets, we would be having a number of issues that are plaguing NWN2 multiplayer.  Be THANKFUL for tilesets. :P
Title: Re: Krofburg feedback
Post by: Nerrik on June 23, 2013, 12:55:57 AM

Warning: Big damn screenshots!

(http://nwn.tritonius.com/Krofburg12.jpg)

Bath time.  :oops:


(http://i1290.photobucket.com/albums/b534/kirvixus/BLARNbath_zpsedb73173.jpg)

Blarney also enjoyed a bath in the vineyards of Krofburg  :)
Title: Re: Krofburg feedback
Post by: Snarling_Badger on August 18, 2016, 01:33:11 AM
I just today saw the interior of the Krofburg Garda Hut. That's an extremely detailed interior area, and I really think it fits the setting! It seems believable, like a real frontier guard post. Whomever made it did a really good job!

 If I ever play a Garda, I like to be stationed there just for that area! Good work!
Title: Re: Krofburg feedback
Post by: ethinos on January 02, 2017, 07:20:33 PM
Went to Krofburg again for the first time in ages and noticed a few things with my dwarf PC.

While a lot of the NPCs are racist, only the woodworker refused to deal with me. All the others didn't mind dealing with a dwarf. Just found that weird.

The woolworker/tailor was the only craftmaster to go home at night. The rest were around 24 hours a day. Again, just a weird exception.

The Bellegarde Trading house is dark as heck at night when NPCs are still present. Maybe add some candles or something?

There is a rock/stone face in the extreme NE section of the Krofburg town map that you can physically clip through. I noticed a squirrel went into it and sure enough, I could follow through.
Title: Re: Krofburg feedback
Post by: Gavin Mace on April 09, 2017, 01:32:50 AM
It'd be nice if the general merchant sold parchment.

Perhaps a few more Barovian staple foods could be available at the Wandering Billy. Mamliga and that potato and cheese dish.

A couple of trash barrels in the outdoor areas would be handy.
Title: Re: Krofburg feedback
Post by: Homebrew Hokum on February 28, 2019, 11:23:31 PM
Plain boxes at one of the merchants, please!
Title: Re: Krofburg feedback
Post by: Homebrew Hokum on March 04, 2019, 04:04:22 AM
Some feedback on The Miner's Merriment - it probably needs to be enlarged a little bit. I like the cluttered look, but it's very hard to move around the establishment. The closing/opening of curtains often sucks people into them (from behind the bar, even). Two people can't move around behind the bar, either. One has to slither out to let the other through. We get stuck on the bear rug's head pretty often.  It's hard to move between people to place things on the tables. There is also a lack of empty space to place down crafted signs (the wooden sort) and other fixtures. Lastly, maybe remove one stool from the bar, space them out a bit more, and move them a short distance back so @findseat isn't as necessary.
Title: Re: Krofburg feedback
Post by: Sinful Mystic on March 04, 2019, 07:58:51 PM
Some feedback on The Miner's Merriment - it probably needs to be enlarged a little bit. I like the cluttered look, but it's very hard to move around the establishment. The closing/opening of curtains often sucks people into them (from behind the bar, even). Two people can't move around behind the bar, either. One has to slither out to let the other through. We get stuck on the bear rug's head pretty often.  It's hard to move between people to place things on the tables. There is also a lack of empty space to place down crafted signs (the wooden sort) and other fixtures. Lastly, maybe remove one stool from the bar, space them out a bit more, and move them a short distance back so @findseat isn't as necessary.

Ceru should go, brings nothing to the table but blocking the bar. I would also limit non staff npc's to 2.
Title: Re: Krofburg feedback
Post by: Ducal on March 04, 2019, 09:00:03 PM
Some feedback on The Miner's Merriment - it probably needs to be enlarged a little bit. I like the cluttered look, but it's very hard to move around the establishment. The closing/opening of curtains often sucks people into them (from behind the bar, even). Two people can't move around behind the bar, either. One has to slither out to let the other through. We get stuck on the bear rug's head pretty often.  It's hard to move between people to place things on the tables. There is also a lack of empty space to place down crafted signs (the wooden sort) and other fixtures. Lastly, maybe remove one stool from the bar, space them out a bit more, and move them a short distance back so @findseat isn't as necessary.

Ceru should go, brings nothing to the table but blocking the bar. I would also limit non staff npc's to 2.

+1, the NPC's occupying the barstools should probably be removed to free up space for players!
Title: Re: Krofburg feedback
Post by: Arawn on March 04, 2019, 09:26:35 PM
The NPCs on barstools are not permanent spawns; they are occasional. I will make them more occasional if they're spawning too regularly.

I will see what can be done to free walking paths in the downstairs area.
Title: Re: Krofburg feedback
Post by: SardineTheAncestor on March 05, 2019, 05:20:54 AM
Nice to hear. I found it weird when I first walked into the Merriment and couldn't tell who was an NPC and who wasn't for a few minutes because there were so many at tables and at barstools (which I took a good 60 seconds realtime of failing to sit down on them before just giving up and going to a table). I agree with the non-staff NPC #s being cut to 2, as there are only so many seats and people who are standing are going to be in the way.
Title: Re: Krofburg feedback
Post by: Homebrew Hokum on March 07, 2019, 07:08:33 PM
Having kept an eye on things for a few days, I find the NPCs are clogging the tables often. Perhaps assign them to only appear at one of the tables. At the moment, we have 6 spread across 3 tables, meaning player characters must sit with an NPC. Which is a little awkward. I'd suggest the middle table be the NPC one.

It's very difficult to place craftables on the stage (chairs, crates) without it throwing the 'something in the way'/'can't put that here' message back at you.
Title: Re: Krofburg feedback
Post by: Homebrew Hokum on April 03, 2019, 05:29:37 AM
Just a tiny little touch: one of the small chalkboard/drafting board placeables at the front of the classroom at the Ezrite school would be cute, esp. for players wanting to run lessons out of there (I'm thinking of it soon!).