Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: Soren / Zarathustra217 on June 21, 2011, 03:11:55 AM

Title: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 21, 2011, 03:11:55 AM
As has been discussed in another topic, we aspire to make the Mist Camp a good base of operation and roleplay hub for higher level activity. By orienting this at the Mist Camp, we can better focus and what is needed for higher levelled character and provide an environment that makes better sense for their level of power.

This topic is for you to make comments and suggestions on how we improve the Mist Camp for this purpose. It could all from the general physical setup of the camp or the access to crafting resources in the vicinity to discussing the story background for the camp in itself.

Even if we won't be able to accomodate for all requests, all ideas are welcome.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Mark Johansen on June 21, 2011, 03:14:33 AM
i like the idear of an high level hub, but as for example my char Munei. she has no reason to be there unless traveling to somewhere from there - she allways stays around forests and wildlife.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Emomina on June 21, 2011, 03:47:05 AM
First thing I would suggest is to enlarge the place.  Its nearly impossible to get far enough away that other people's roleplay is not spammed in the chat window.
One of the strengths of the Western Outskirts is that when the roleplay get way intense with about 20-30 characters on the same map,   you can lessen the load by spreading out just a bit.

Another thing I recommend is a tavern/hangout spot.   With tables and a bar.  Its not the most in-character thing but its not ridiculous thing either.  Having a replacement for the Lady's Rest should be somewhat of a priority. It doesnt have to be a tavern but somewhere inside for people to go that is bigger than the Tent would be ideal.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: HellsPanda on June 21, 2011, 03:48:32 AM
I would rather see the new Hub be either the village or port. I dont think the Vistani would be happy so many insane outlanders moved into their camp, at all times
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Valerio Umberto on June 21, 2011, 03:48:46 AM
I'm not sure if this belongs here, please move it if not...but I want to post reasons why the Mist Camp should -NOT- be geared to being the RP hub for higher level characters. Instead, I would suggest the village of Barovia (but that is for another thread)

You Discourage Native RP

Regardless of level, and with a few rare exceptions, no Barovian, Borcan, Invidian (especially!)  is going to be comfortable hanging around a Vistani camp in the middle of a Misty no-man's land. I feel like you'd either force players to break with the general ethnic customs and traits of the characters as laid out in lore or cause a diminishing of an already limited number of native RPers. Understand, I realize that Out-of-Worlders are the sort of adventurer Ravenloft is geared for, but none of us can deny the flavour RP and atmospheric delight of our native RPers.

You Greatly Limit Factions for Higher Level Players

For reasons of lore or common sense you are not going to have military, religious or trade factions being able to establish themselves in a Mist Camp. This will, in turn, make Vallaki a place of very high-level faction die-hards and new players. I just don't think that is ideal to the overall RP of the Sever.


A Disconnect from Core Lands Removes Players From the Story

By making the Mist Camp the hub you remove the players from the daily grind of living and surviving in one of the lands of the Core. Be it Barovia, Dementileu etc...
I just don't forsee the RVT or the various religious cults being able to function sensibly in the Mist Camp due to the nature of the Vistani and their own rules, feuds, lore and culture.


 EDIT: Also, woundn't the Vistani camp be essentially for the most part "safe' at all hours? I mean you'll not see MPCs, feuding groups or Monster spawns raiding it...doesn't it contradict the setting to have an RP hub be ENTIRELY without the dangers of a Gothic Horror setting?
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Kenkaku on June 21, 2011, 03:50:51 AM
My biggest qualm with staying around the Mist Camp is crafting resources. Primarily, herbalism ones.


More caves that aren't filled with small armies would be nice. As has been suggested before, some random spawn caves around Port with some bounties would be good, and a few around the Village would certainly be a nice touch.

A crypt in Port would be a good addition as well, and maybe have more herbs spawn in the Village crypts. Seriously, throughout that entire complex, I find about 5 herbs.  :shock:

A few more Forest spawn points would be nice, though, just a few more areas of Forest terrain would probably be better. Ones NOT filled with a thousand lurking back-stabbers....


Also, a Silver-mine would be great. Currently, there's only one place to get silver and it's across the server (arguably on one of the many layers of hell, as well).


A wider diversity of animals for leatherworking would certainly be a nice touch since the only hides you can find that way are Crocodile, Worg , Bodak and Dire wolf. Ancient Teddies in that one cave by the falls.... And we all thought it was empty.  ;)


For alchemy, some fire reagents in Har'Akir would be useful. Maybe some cold reagents in a possible mountain area? Perhaps some pudding/ooze spawns in any potential random caves could be used for acid reagents instead of... Massive... Puddings... Dear god, those things are horrifying.



One big thing that would certainly help at least the Village area is a Storage warehouse. There's a warehouse, but I've yet to see a place you can store anything.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Norture on June 21, 2011, 03:51:24 AM
Maybe it's meant to be an outlander concentration camp. . .



Edit:
Actually, another plus for Village is it has a place where witches could go and hang out. An exclusive witch club.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Vespertilio on June 21, 2011, 03:55:43 AM


-Make the map bigger or add more than one area to the mist camp hub so it doesn't feel as cramped.  Right now it feels very crowded with just a few pcs.

-Add herbalism nodes to the maps if expanded a bit, perhaps consider some sort of herb which would only be found in the mist camp areas.  It doesn't have to be a new potion making recipe but could be something like a fifth option for making healing or curation/antidote/resore potions.  It would still take four and critical would be the most potent, but there would be a fifth plant variable to use in the recipes.

-A few smaller safe rest area tents scattered about for pcs to rp in.

-Alchemy stations and supplies vardo 

-Herbalism station and supplies vardo

-An NPC who has rumors and lore about the various domains reached from the mist camp hub to 'direct groups of pcs to high adventure'.



All these suggestions being said, I fully agree that encouraging the rp hubs to be other domains adds more to the feeling of the ravenloft setting. Each domain is different so they add the opportunity to experience rp/dynamics/plots/events vastly differing domains.  The mist camp is a stopover point to a journey, adding more reasons to stay longer stays will, I agree, generate of feeling of rp'ing in 'limbo'.


Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Norture on June 21, 2011, 03:58:33 AM
The problem with having resource spawn in the mist camp is resources would rarely spawn there, just like resources rarely spawn in the outskirts due to how high traffic it is. The respawn script just doesn't get a chance fire.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: dark_majico on June 21, 2011, 04:47:34 AM
I would rather see the new Hub be either the village or port. I dont think the Vistani would be happy so many insane outlanders moved into their camp, at all times

I agree it aught to be a city or a village, having a giant mist camp with a mist tavern, and a mist shop, and a mist whatever else seems like an idea from a bizzare final fantasy game.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: k_moustakas on June 21, 2011, 05:04:00 AM
My main issueis it takes too much time to go and leave the mist camp. Whereas the outskirts are thirty seconds away from logging in and two minutes away from adventure.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Dread on June 21, 2011, 08:40:44 AM
I am totally biased here... but what is wrong with Dementlieu? Put in a few low-level areas closeby, and expand on the countryside with some caves filled with some low-level and high-level spawns (in different caves, of course), maybe a haunted house or two, add Chateaufaux (since it's small) and you've got yourself a nice little hang-out space.

I'd actually like Dementlieu to be a hub, not for some camp in the mists to occupy the role a real place in the Core should, and for a large group of people to stay there longer than for when a player organizes and puts on a event. A lot of good arguments come up about the faction hubs being in Vallaki, so I think it would be far better to have most of the factions get a place in Port-a-Lucine to stay (obviously the Vallaki Garda can't be represented in Dementlieu, but perhaps there could be Barovian diplomatic mission in Port-a-Lucine that native Barovians could work out of)? For example, a Rectory associated with Ste. Mere des Larmes, perhaps built out of the labyrinthine catacombs beneath Dementlieu. A chapel to the Morninglord possibly opening in the Quartier Ouvrier, competing with the Halites for the hearts and minds of the poor? The Vardo have an outpost in Port-a-Lucine already, though it could perhaps be expanded upon.. and other factions like the Wayfarer Kinship, being heavily associated with Mordent and the Weathermays as far as I can tell, could have a faction based in perhaps one of Jules' summer homes in the countryside?

Just some ideas - I think Dementlieu would make for a much better hub than a place in the Mists that's only real draw is the raunie and the trader dude.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Jay on June 21, 2011, 08:51:13 AM
At the risk of taking a step backwards. I'm all for having a hang-out for the higher up characters, but a lot of us are not actually detrimental to a low-level characters experience in and around Vallaki. A lot of the "learning" people do on the server about what is good, what is bad, how to behave and who they can ally with is done through talking to already established characters. Likewise a lot of the Faction RP is focused on the headquarters of that faction (in the city) so when the low level members of your faction need you, you can be there.
I recently took a character i made (level 3) to Port Au Lucine since he is not suited to the atmosphere of Barovia, and he nearly died twice along  the way, so if a Lowbie needs to get help from or talk to a High level character they risk being killed somewhere along the way, for the sake of finding someone to RP with.
There is also the fact that the player economy is somewhat dependant on the interaction betwen higher level character and lower levels ones (such as my favourate way of making money with new characters, herb selling). I can't help but feel the notion of excluding the server from itself this way actually discourages the development and inclusiveness of the community here. I can't help but feel this is a small overreaction to a handfull of irresponsible Higher level characters throwing their weight around too much and giving the rest a bad name. But those are just my thoughts.

Back on topic:
I agree that the mist camp lacks a lot of the atmosphere of the setting, it strikes me as a sort of "Temporary adventurer supply camp that happens to have gypsies in it" rather then somewhere permanent or welcoming. For me the most immersive paces are the Village of Barovia, Kroftburg(oh i love that place even though it's in the middle of nowhere!) and Port Au Lucine. From a logistical point of view (travel time etc) it makes sense, but i just do not find it as welcoming or immersive as a player. It's -clearly- the Vistani's place, and you're a paying guest there. I certainly would never have a character call it home (Unless they too were a vistani i guess).
Rather then be nonconstructive and nay-saying however, I'll try and make some constructive suggestions; Perhaps having a "Dispatcher" in Dementelu who sends you out to retrieve specific thing (quest items) form dungeons that have reached a certain spawn level so you have an idea of which places are good spawn levels to go dungeoning at. Offer Faction exclusive travel options to some of the (Important)Factions members to allow them to better support there low level members and save them having to trek across the entire server to RP through a ten minute (important) scene. I'm reluctant to say "allow rarer items to be purchased outside Barovia" because then the hub will be treated like some kind of "Stop an shop" rather then a RP hub. But perhaps making some of the more difficult to find reagents more prominent around the hub would help?

Anyway i have blathered enough.

tl;dr Perhaps we are overreacting? here are some more idea's
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: DM Tarokka on June 21, 2011, 09:33:16 AM
Ponies.










Could not resist :)
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Elfric on June 21, 2011, 09:41:15 AM
Ponies.










Could not resist :)


 :thumbup: :lolsign:
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: dark_majico on June 21, 2011, 10:55:11 AM
My main issueis it takes too much time to go and leave the mist camp. Whereas the outskirts are thirty seconds away from logging in and two minutes away from adventure.

This is only an issue if the factions remain set at the mist camp on the outskirts - traveling back and fourth back and fourth every reset. I suspect when the hub goes in, in whatever form and whereever it is put, there would be an option of setting your faction location to that location instead, or perhaps it will be changed for you once you reach a certain level.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: HellsPanda on June 21, 2011, 10:57:21 AM
The Hub is more a place where we as Players jointly decide to gather
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: dark_majico on June 21, 2011, 11:02:04 AM
The Hub is more a place where we as Players jointly decide to gather


lol yeah I know, I understand that, but if the entire server population decides to screw this and stick in the outskirts no matter what, then all the DEV teams efforts are wasted, and they still face this issue.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: WildPirate13 on June 21, 2011, 11:40:59 AM
Were ponies.

Travel points were already mentioned about from Vallaki to the mist camp... One thing that has not been covered is it will isolate a large number of Outlanders from the Dwarven city and the Elven Village which are key RP spots for some people.  

This will also isolate Barovians from Outlanders even more so...  I may play a iadul/ladul outlander but I enjoy the interaction with the Garda and the native Barovians.

Vasco has also said it will force native Barovians act most un barovian.. to hang out in the mist camps. Perhaps the mists could change some locations around to make it more feasible. We have character back grounds from the stone age to the renaissance. The outskirts fit better for some than others also has anyone thought of the poor cellar dwellers?

Crafting materials would have to be accessible to all even those with high ocr which I have full faith will be addressed. The other issue is the exp gained from the plot the barataks aka Eg. The graveyard, the wolf caves, and the vampire crypts... some of us find it very very hard to gain exp. I know myself I dont know all the in and outs of the game mechanics to gain exp or the resource nodes.

I would like to see a caravan to the outskirts and back.. I would also like to see more accesible resources that are equal to or greater than what can be found in Barovia for all the crafts..

Perhaps open some of the *closed* dungeon areas up which would draw more people in.. The dm and dev team only have so much time... in addition..

The outskirts have been home for over 6 years for some people...

 :arrow: :arrow: :arrow: :arrow: Has anyone thought of maybe moving the mist camp itself? They are after all wagons and tents.. and Vistani...


Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: dutchy on June 21, 2011, 11:59:58 AM
the mist camp is simply fine as it is.

the vistani are treavelers  and there for the camp should not be bigger and not house more then it does.

the server and it setting takes mostly place in barovia cause thats the largest country we have ingame so fine tuning should be done there....*mumbles and the port* 
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Knas on June 21, 2011, 12:43:52 PM
I think a problem with the mist camp is that there are so many npcs there. Makes many rp situations awkward
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 21, 2011, 01:56:53 PM
Thanks for all the feedback and please keep it coming!

To make it clear, this topic is just for discussing how to make it better for it's purpose. We all have our preferences, and some high levels may choose to hang out elsewhere (like VoB or Dementlieu), but it won't hurt anyone if we looked out how to make the Mist Camp work better.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Aduial on June 21, 2011, 02:36:30 PM
A suggestion, perhaps we can make a poll where players can vote wich place will be the second hub , so the staff can concentrate their efforts mainly in that place?
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: ethinos on June 21, 2011, 03:12:23 PM
Being that the Mist Camp is one step away from Port-A-Lucine (which has all the crafting stations from what I recall), I don't see the Mist Camp needing crafting stations and such. It's a transient place, and crafting stations seem pretty permanent to me. I think any village or town within a close distance to the Mist Camp can serve as a high level hub, whether its the backwater folks preferring the Village or uppity folks preferring Port-A-Lucine. 6 minutes of travel through the Camp is a lot quicker than walking from Vallaki to the Village.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: dutchy on June 21, 2011, 03:12:59 PM
not a bad idea.


soren eo or blue   i suppose this is more in blue's alley of things.

could you post more about the background of the mist camp?   is it cannon why is it there etc etc   so that we know what the limetations are and above all the usefullnis of that area if we know more background better ideas might come forward.

Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 21, 2011, 03:27:43 PM
The Mist Camp isn't specifically canon, meaning it's up for us to define. We imagined it to be a sort of cross section of the fabled mistways that the Vistani are known to navigate - a place they stop for a rest and to meet other tribes. Thus, it isn't intended to be tied to one specific tribe, thus limiting who holds claims to it.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: DM Tarokka on June 21, 2011, 03:39:01 PM
I'd like Port-à-Lucine Eastern Outskirts as potential hub.

It allows Vistani travel in the same map. It is NPC-free. It's close to town as western Outskirts are to Vallaki, with similar dangers at entering at night. And it's in a crossroad with the University area. I really think that would make the best simil-Western-Outskirts starting point.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 21, 2011, 04:20:03 PM
I'd like Port-à-Lucine Eastern Outskirts as potential hub.

It allows Vistani travel in the same map. It is NPC-free. It's close to town as western Outskirts are to Vallaki, with similar dangers at entering at night. And it's in a crossroad with the University area. I really think that would make the best simil-Western-Outskirts starting point.

This topic isn't to discuss other potential hubs, only how to improve the Mist Camp functioning as one. We can put up topics for Dementlieu and Village of Barovia too if people feel like it. After all, the point isn't to decide the future high level hub, but to see what we can do with existing areas to improve their potential as such. In the end, the player initiatives will decide what place people prefer to be - the point made in the previous topic was to encourage being open minded toward establishing new, particularly for high levels.

A suggestion, perhaps we can make a poll where players can vote wich place will be the second hub , so the staff can concentrate their efforts mainly in that place?

By principle, we rarely put up polls for how we should prioritize our time. Being a voluntary project as this, it's essential that we do what we do by inspiration and personal volition, and not by what is designated by others (even within the team).
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Vespertilio on June 21, 2011, 04:27:41 PM
I know very little about the Ravenloft setting that wasn't learned ic by various pcs.  Perhaps the mist camp could be used as a way to give characters a little bit of insight into vistani lore via npcs.  Because various vistani  are there it could also be used to illustrate how various tribes of Vistani differ from one another.


- A divination npc.  Similar to the one in the Vallakli Vistani camp but perhaps using a different method such as the Dikesha

- The inn/tavern-ish tent could have musicians that allow for changes in map music and vistani dancers

- Storyteller npc in a tent or vardo who has a few scripted stories but could also be used by Dms for plot hooks

- A few scattered vistani npcs or craftsman traders who sell what they make and nothing else who are traveling with the camp who have skill in a particular craft or trade and sell a minor selection of unique to that area tems such as;

*musical instruments with + to perform that any class could use

*smith who sells cook pots which could be placed down (like picnic baskets and assorted candles are now) and used to prepare food

*tailor/seamstress with clothes which reflect Vistani style and maybe give +1 perform -1 influence

* A weaver who sells small rugs which could be placed down by pcs and used as a prayer/rest option like a bedroll

* An trader who sells various fancy bottles oils and incenses such as attar of roses, dragon's blood, sandalwood, myrrh and so on. They could be usable and perhaps enhance charisma but be so high priced due to the ic 'trade value' they'd be more akin to rp props than a simple 'buffing potion' consumable.

*Boot maker with low priced travelers boots for sale





Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: DM Tarokka on June 21, 2011, 05:06:13 PM
Lol I badly read the thread and I was derailed :)

For certain what I'd do with Vistani is a part where only Vistani can go (maybe despawning for some hours during the day/time cycles) for their own private rituals which are NEVER to be seen by giorgios. Always felt our Vistani are too friendly.

Probably, as suggested already, a little wider area to avoid overlapping of RP talks, maybe with a small zone without NPCs. All in the same map, intended, maybe a little grove or something like that, not necessarily an indoors like the tent.

And a merchant like old Nadja who makes some crafted things which players cannot (and won't ever be able to) do.

Though basically, I like the camp already.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: ethinos on June 21, 2011, 05:20:27 PM
This Vistani in Petre's camp don't go in at night. I don't see the NPC's in the Mist Camp going in either, especially if some are merchants. I am sort of against making the Vistani any more friendly and open. They should always be mysterious, unpredictable, and rather aloof.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Kagetora on June 21, 2011, 05:47:00 PM
Well, for the record, I would support somewhere else (Barovia/Port) as a second RP hub, but if you insist on the Mist Camp, it would be fairly easy to "flesh it out," since, as you say, it isn't canon and can be defined by us.

Its a camp.  Its moveable.  It could literally be anywhere, within the Mists themselves, or on some small pocket of land encapsulated by the Mists.  Use this.  Make the area roughly 8x, or more, the size it is now.  An island of land in the Mists themselves, with a semi-permanent Vistani Camp in the corner of the map.  In the REST of the map, make a ruined village/town.  Somewhere that was swallowed by the Mists and forgotten from memory.  Now that you have that, with buildings (and possibly ruined buildings, crypts, cellars, sewers, etc. to explore), populate the area SPARSELY with what essentially amounts to "entrepeneurs," in the form of people (Outlanders, Core Realm Expatriates, occasional Criminals) who have decided to call the place "home," and "set up shop," as it were.  An Inn, a Bar or two, perhaps some people who make useful things, etc.  MOST of the town will be utter ruins (probably haunted by the original residents), but a small section, a few buildings, will be renovated/fixed and used as businesses.  Adventurers are rich...everyone knows this (even if it isn't true), so why not make some coin by having a business there?  Sure, spirits may roam the streets at night, and its a dangerous place to live and work...but so is the REST of Barovia/the Core.  And it may be LESS dangerous for some of the people who live there than where they came from (criminals, traitors, etc.).

It could still be dangerous as hell to wander alone at night.  Just like the Outskirts, Vallaki, Port, etc.  The ghosts are unfriendly.  You could have some basic crafting stations, possibly even ruined ones, or you could just make people go somewhere like Port to craft...its a 3-minute, 100-fang ride.  Or, better yet, put some things there (you decide what), and ONLY there, to give people a reason to be there, and hang out.  Perhaps some specialty shops that sell things people actually want/need, an NPC that hands out quests for new areas in Port or Barovia (or anywhere else), etc.

But, as it stands right now, using the current Mist Camp as a hub would be completely wrong, IMO.  The Vistani would pack up and move if that happened.   :P
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Kagetora on June 21, 2011, 05:49:24 PM
It would also give the DM's a large amount of space and material to run events in (such as aiding the spirit of a former resident or something).
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: dutchy on June 21, 2011, 05:59:21 PM
would be funny if the camp moved everyday or so  and thus creating new places      like area A has indeed the herbalist couldran      a day later or another time it moves again and it moves to an area where difrant things are available maybe ore.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: respawnaholic on June 21, 2011, 07:01:35 PM
I would rather see the new Hub be either the village or port. I dont think the Vistani would be happy so many insane outlanders moved into their camp, at all times

Agreed. The new hub should be Barovia Village. I cant see the Visanti tolerating a bunch of outlander strangers living in their midst. Spending money there yes, but not just hanging out for no good reason. To mercilessly whip a dead horse having a convienent form of travel from Vallaki to the Barovia Village camp (not the mist camp) would do alot to facilitate this.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Vaku on June 21, 2011, 09:54:50 PM

Its a camp.  Its moveable.  It could literally be anywhere, within the Mists themselves, or on some small pocket of land encapsulated by the Mists.  Use this.  Make the area roughly 8x, or more, the size it is now.  An island of land in the Mists themselves, with a semi-permanent Vistani Camp in the corner of the map.  In the REST of the map, make a ruined village/town.  Somewhere that was swallowed by the Mists and forgotten from memory.  Now that you have that, with buildings (and possibly ruined buildings, crypts, cellars, sewers, etc. to explore), populate the area SPARSELY with what essentially amounts to "entrepeneurs," in the form of people (Outlanders, Core Realm Expatriates, occasional Criminals) who have decided to call the place "home," and "set up shop," as it were.  An Inn, a Bar or two, perhaps some people who make useful things, etc.  MOST of the town will be utter ruins (probably haunted by the original residents), but a small section, a few buildings, will be renovated/fixed and used as businesses.  Adventurers are rich...everyone knows this (even if it isn't true), so why not make some coin by having a business there?  Sure, spirits may roam the streets at night, and its a dangerous place to live and work...but so is the REST of Barovia/the Core.  And it may be LESS dangerous for some of the people who live there than where they came from (criminals, traitors, etc.).

It could still be dangerous as hell to wander alone at night.  Just like the Outskirts, Vallaki, Port, etc.  The ghosts are unfriendly.  You could have some basic crafting stations, possibly even ruined ones, or you could just make people go somewhere like Port to craft...its a 3-minute, 100-fang ride.  Or, better yet, put some things there (you decide what), and ONLY there, to give people a reason to be there, and hang out.  Perhaps some specialty shops that sell things people actually want/need, an NPC that hands out quests for new areas in Port or Barovia (or anywhere else), etc.

But, as it stands right now, using the current Mist Camp as a hub would be completely wrong, IMO.  The Vistani would pack up and move if that happened.   :P

Wow, I am really enjoying this idea. It gives so much room for development. An area like this would offer more content accessible to mid-high levels. Really cool idea.

For story justifaction as to why the Vistani may have moved, there could be perhaps something of relative value to them on that island. Something close to Vistani culture and histroy maybe?
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Kagetora on June 21, 2011, 10:05:27 PM
Exactly.  Perhaps the Vistani even give out some quests, for strange, mysterious objects or writings, either nearby or in other realms (typically as DM quests, not just static "over and over" quests)...you could expand the "Island in the Mists" idea quite a bit.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: EO on June 21, 2011, 10:51:04 PM
Well, for the record, I would support somewhere else (Barovia/Port) as a second RP hub, but if you insist on the Mist Camp, it would be fairly easy to "flesh it out," since, as you say, it isn't canon and can be defined by us.

Its a camp.  Its moveable.  It could literally be anywhere, within the Mists themselves, or on some small pocket of land encapsulated by the Mists.  Use this.  Make the area roughly 8x, or more, the size it is now.  An island of land in the Mists themselves, with a semi-permanent Vistani Camp in the corner of the map.  In the REST of the map, make a ruined village/town.  Somewhere that was swallowed by the Mists and forgotten from memory.  Now that you have that, with buildings (and possibly ruined buildings, crypts, cellars, sewers, etc. to explore), populate the area SPARSELY with what essentially amounts to "entrepeneurs," in the form of people (Outlanders, Core Realm Expatriates, occasional Criminals) who have decided to call the place "home," and "set up shop," as it were.  An Inn, a Bar or two, perhaps some people who make useful things, etc.  MOST of the town will be utter ruins (probably haunted by the original residents), but a small section, a few buildings, will be renovated/fixed and used as businesses.  Adventurers are rich...everyone knows this (even if it isn't true), so why not make some coin by having a business there?  Sure, spirits may roam the streets at night, and its a dangerous place to live and work...but so is the REST of Barovia/the Core.  And it may be LESS dangerous for some of the people who live there than where they came from (criminals, traitors, etc.).

It could still be dangerous as hell to wander alone at night.  Just like the Outskirts, Vallaki, Port, etc.  The ghosts are unfriendly.  You could have some basic crafting stations, possibly even ruined ones, or you could just make people go somewhere like Port to craft...its a 3-minute, 100-fang ride.  Or, better yet, put some things there (you decide what), and ONLY there, to give people a reason to be there, and hang out.  Perhaps some specialty shops that sell things people actually want/need, an NPC that hands out quests for new areas in Port or Barovia (or anywhere else), etc.

But, as it stands right now, using the current Mist Camp as a hub would be completely wrong, IMO.  The Vistani would pack up and move if that happened.   :P

I really like that idea.

Also, the Mist Camp is one area away from Dementlieu, Blaustein and Har'Akir. All these places have shops and crafting stations along with many crafting resources, though not all.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Heretic on June 21, 2011, 10:53:19 PM
Ditto, great idea and inspiring post - merits bringing it up at the next dev meeting.  :thumbup:
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: WildPirate13 on June 21, 2011, 10:57:26 PM
Quote
Arrow Arrow Arrow Arrow Has anyone thought of maybe moving the mist camp itself? They are after all wagons and tents.. and Vistani...

*sighs*
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Vaku on June 21, 2011, 11:06:46 PM
Quote
  :arrow: :arrow: :arrow: :arrow: Has anyone thought of maybe moving the mist camp itself? They are after all wagons and tents.. and Vistani...

*sighs*

:P It's a group effort :D
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Ryltar/ Robert Archer on June 21, 2011, 11:07:44 PM
Ditto, great idea and inspiring post - merits bringing it up at the next dev meeting.  :thumbup:

*GASP* you gusy have MEETINGS?!  :shock: :lol: :shock: well learn something new everday  :lol:
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: DM Tarokka on June 21, 2011, 11:09:06 PM
I think the last idea was awesome.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: dutchy on June 21, 2011, 11:57:16 PM
you guys realise that ppl are to lazy and are not gonna sit down and *cencored*  for 3 minutes to get to the place of destination you change that area into having any significanse then shorten the travel time as it would not appeal to ppl.

and when i say ppl i mean ME and stuff revolves around ME yuppers big ol ME
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: tzaeru on June 22, 2011, 12:34:31 AM
you guys realise that ppl are to lazy and are not gonna sit down and *cencored*  for 3 minutes to get to the place of destination you change that area into having any significanse then shorten the travel time as it would not appeal to ppl.

and when i say ppl i mean ME and stuff revolves around ME yuppers big ol ME

Maybe there's something wrong in me but I usually have liked the travel time.  ;) When going with someone else it's always a very good moment to RP a wide variety of stuff or continue in peace an earlier conversation. If I am alone, the time is perfect in duration to check any new posts on forums, make some coffee, do a sandwich, grab a smoke, or whatever one fancies.

To the above posts, I'd indeed agree that Mist Camp feels a bit disconnected form rest of the world. Not that it was game mechanically; Areas are near by, but it's not part of any domain. Kagetora's suggestion sounds good tho!

And to the travel time. It'd take you pretty much as long to go from Western Outskirts to Lich Tower than it takes going from the Mist Camp to Forest Fane. If you walk all the way, Western Outskirts to Degannwy is likely similar to Mist Camp to Dementlieu, too.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Aahz on June 22, 2011, 02:25:46 AM
Something should really be done about the wait time for caravans in use. Otherwise there will eventually be quite a nasty pile up of people waiting when lots of people are wanting to go to different places.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: WildPirate13 on June 22, 2011, 02:53:04 AM
 :thumbup:
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 22, 2011, 04:12:24 AM
Has anyone here experienced having to be in queue for more than a few minutes? We can implement several caravan wagons if needed.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: HellsPanda on June 22, 2011, 04:16:53 AM
nope, rarely que at all, and when I do its mostly because the caravan just left when I got there [often less than the full time]
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 22, 2011, 04:18:24 AM
Also, we were in fact planning on expanding the mist camp by allowing you to try to navigate the mistways yourself, but in adjacent areas. The ideas about adding more (and not just vistani-based) to the area itself is certainly interesting too.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: dutchy on June 22, 2011, 11:17:51 AM
....soren you should also factor in the wait time might not be a huge problem now as the problem is simply the wait time itself, but if it will be a busy place then it can a long time befor you can get out of there due to a que that would form.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Rendrick on June 22, 2011, 11:43:22 AM

Its a camp.  Its moveable.  It could literally be anywhere, within the Mists themselves, or on some small pocket of land encapsulated by the Mists.  Use this.  Make the area roughly 8x, or more, the size it is now.  An island of land in the Mists themselves, with a semi-permanent Vistani Camp in the corner of the map.  In the REST of the map, make a ruined village/town.  Somewhere that was swallowed by the Mists and forgotten from memory.  Now that you have that, with buildings (and possibly ruined buildings, crypts, cellars, sewers, etc. to explore), populate the area SPARSELY with what essentially amounts to "entrepeneurs," in the form of people (Outlanders, Core Realm Expatriates, occasional Criminals) who have decided to call the place "home," and "set up shop," as it were.  An Inn, a Bar or two, perhaps some people who make useful things, etc.  MOST of the town will be utter ruins (probably haunted by the original residents), but a small section, a few buildings, will be renovated/fixed and used as businesses.  Adventurers are rich...everyone knows this (even if it isn't true), so why not make some coin by having a business there?  Sure, spirits may roam the streets at night, and its a dangerous place to live and work...but so is the REST of Barovia/the Core.  And it may be LESS dangerous for some of the people who live there than where they came from (criminals, traitors, etc.).

It could still be dangerous as hell to wander alone at night.  Just like the Outskirts, Vallaki, Port, etc.  The ghosts are unfriendly.  You could have some basic crafting stations, possibly even ruined ones, or you could just make people go somewhere like Port to craft...its a 3-minute, 100-fang ride.  Or, better yet, put some things there (you decide what), and ONLY there, to give people a reason to be there, and hang out.  Perhaps some specialty shops that sell things people actually want/need, an NPC that hands out quests for new areas in Port or Barovia (or anywhere else), etc.

But, as it stands right now, using the current Mist Camp as a hub would be completely wrong, IMO.  The Vistani would pack up and move if that happened.   :P

I like this idea, so lets see if I can improve it.

Create one extremely large area with three Caravan destinations and the "Inhabited ghost town"

Destination 1:(hours 20 till 4 dangerous) Short distance from the Ghost town, X crafting materials nearby, open-ended options to personal mist navigation areas

Destination 2:(hours 5 till 12): Medium distance from ghost town, Y crafting materials nearby, open-ended options to personal mist nav.

Destination 3:(hours 13 till 19) Long distance from ghost town, Z crafting materials nearby, open-ended options to personal mist nav

So the Caravan would spawn you at these three different caravan destinations at the appropriate hour due to safety of travel. As a player you would then use the road to walk to the ghost town which would be the central hub. Off the road there should be mist with triggers to % fire a script that teleports you to a random place in the area or spawn a screaming spirit that attacks you. So the idea is use the road the vistani made to the ghost town. At night the roads aren't even safe which is why Destination 1 is during these hours, you do have the option of going to the other camps though at your own risk.

So with this you have your central hub "ghost town" and you have your destination 1, 2, and 3 that you can travel to Barovia/The core but destination 1 is close so leaving the hub is quick and easy. You have a place now where high levels can enjoy the fear of night and safe navigation (as long as they stay on the road during the day) for the low level exploring new places.

The three destinations don't even really need the crafting materials closeby but perhaps have a seperate "trade" caravan that will bring them to a current area near said materials in the core lands(why make another area when you can use the current ones), and make it a one-way thing as to not be exploited. "We'll bring you to X Giorgio but we must collect goods there and will not have room for you."

Thoughts?
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Aahz on June 22, 2011, 12:40:57 PM
Has anyone here experienced having to be in queue for more than a few minutes? We can implement several caravan wagons if needed.

Yes actually. The last time I played in fact. We ended up waiting for whoever it was to get to the mist camp and as soon as they appeared they turned around and took off again to Port-a-Lucine, so we had to wait again.

I end up waiting about a couple of times a month currently so I am concerned if the traffic through the area increases a lot.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 22, 2011, 12:53:50 PM
As a note, I feel the Vistanis' reluctance to have giorgios hang around at their camp, or near to it, is being exaggerated. They are more disinterested and reserved, but usually allow guests to sit by their fire as long as they do not cause them trouble. With our server population, I imagine it'll be dousin giorgios present at most, which wouldn't make it an adventurer-dominated camp. What matters is that they follow the rules and customs set by the Vistani and act respectfully. This is only an advantage for a roleplay hub too.

Also, to reiterate, the current camp isn't one tribe's camp, but a place they cross paths and make halt. As such, it isn't a moveable camp.

That's not to say that I'm not for the idea of more space around the camp, and possibly, more things to do too.

Has anyone here experienced having to be in queue for more than a few minutes? We can implement several caravan wagons if needed.

Yes actually. The last time I played in fact. We ended up waiting for whoever it was to get to the mist camp and as soon as they appeared they turned around and took off again to Port-a-Lucine, so we had to wait again.

I end up waiting about a couple of times a month currently so I am concerned if the traffic through the area increases a lot.

We can evaluate then and put in another caravan wagon if it becomes a problem.

Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Aduial on June 22, 2011, 01:10:05 PM
Perhaps an idea can be in adding a sort of Vistani' s Bounty board.
Lists of items to recover that the Vistani require from the high level places.
For example they may require for a rare alchemical ingredient in order to create more Vistani elixirs or something like that.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: ethinos on June 22, 2011, 01:32:12 PM
I don't like the idea of having too many crafting materials being present in the Mist camp. If we really do get a good amount of folks there, I can see a lot of folks squabbling over what is likely to be a small amount of materials specific to any one craft. Also, with all the different crafts we have now, it would be hard to give everyone everything they need. A few wild animals, a few trees, and a few herbs are all that would make sense. Metal ore, alchemical reagents, and the like are unlikely.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: WildPirate13 on June 22, 2011, 02:15:03 PM
Crafting materials are must to accommodate the change in my view.  The more the merrier. That way it avoids IG squabbles and doesnt give established crafters/merchants a huge advantage over new crafters.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: ethinos on June 22, 2011, 02:20:10 PM
Crafting materials are must to accommodate the change in my view.  The more the merrier. That way it avoids IG squabbles and doesnt give established crafters/merchants a huge advantage over new crafters.

What I mean is that in the rest of Barovia, crafting materials are spread all over the countryside. For all those materials being present in a one location seems kind of odd, and unlikely, especially given the transient nature of the Camp. If resources were that plentiful, there'd be a large town established there to take advantage of the fact.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Rendrick on June 22, 2011, 03:38:16 PM

The three destinations don't even really need the crafting materials closeby but perhaps have a seperate "trade" caravan that will bring them to a current area near said materials in the core lands(why make another area when you can use the current ones), and make it a one-way thing as to not be exploited. "We'll bring you to X Giorgio but we must collect goods there and will not have room for you."

This would create a benefit to this area for higher level characters as a fast one-way but you'd also need to know where the materials are to benefit from it. Also the night danger & gold sink would be geared toward a higher level character creating a built-in low level detourant. Minimum level reqs could also be added to NPC conversations.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: WildPirate13 on June 22, 2011, 03:42:02 PM
Quote
Minimum level reqs could also be added to NPC conversations
Do they have that in place at all yet?

 :cheer:
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Rendrick on June 22, 2011, 03:49:04 PM
Quote
Minimum level reqs could also be added to NPC conversations
Do they have that in place at all yet?

 :cheer:

Never seen it on the server but it's extremely simple where the convo fires different options based on character level during interaction.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: ethinos on June 22, 2011, 04:09:57 PM
Crafting was separated from character levels on purpose. Making something character level dependent/exclusive that involves crafting is a step backward.


Personally, having NPC's conversations or quests (or anything else for that matter) being level dependent is a bit too OOC for me.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: WildPirate13 on June 22, 2011, 04:13:25 PM
That depends really. Sadly we cant have our own personal dms. A newcomer to the mists would seem well new. An established mercenary/witch/holy crusader/looter of tombs *insert pertinent title* Would become known for the trades they ply.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: ethinos on June 22, 2011, 04:15:52 PM
I guess what I'm saying is that instead have the NPC travel guide give the travel option to anyone. Don't discriminate on someone's character level.

But this falls under fast travel, and you know my thoughts on that...
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Dhark on June 22, 2011, 08:32:14 PM
An excellent suggestion by Kagetora .

I was thinking , could the placement of furniture & NPCs alter in the same way that the random spawn caves do ? (Caves in the southern forest are a good example)

Thus one day the Vistani could be setting up in Mordent , the next Borca and so on .  With a little suspension of belief (all right the buildings , if any would look the same , but maybe decorated in a distinct style) it would seem that the vistani really do travel anywhere & everywhere.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: DM Tarokka on June 23, 2011, 01:11:04 AM
I'd love a random realm map :)

It would add randomness to my own!
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: WildPirate13 on June 23, 2011, 01:30:48 AM
Quote from: WildPirate13 on June 21, 2011, 09:57:26 PM
Quote
  Arrow Arrow Arrow Arrow Has anyone thought of maybe moving the mist camp itself? They are after all wagons and tents.. and Vistani...

*sighs*

Razz It's a group effort Big Grin


*chuckles*
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 26, 2011, 12:40:40 PM
I'm trying to implement some of the suggestions presented here (the more involving suggestions would take more time though), but through reading the posts again, it occurs to me that there might be some lack of clarity about what is meant by hub.

It is clear that not all characters would fit in to the place - I imagine only very few would feel comfortable taking permanent residence amidst the mists. But by hub, the point is more that it should be an intersection or meeting point rather than the place the more elaborate roleplay plays out. From an OOC perspective, it is a place to go if you are looking for people to roleplay with, but thereby not suggesting that the entirety of the roleplay has to take place there. From the IC perspective, when your character hangs out there, he or she is might be on their way somewhere but making temporary halt, looking for allies, trading at the camp, waiting for the next caravan or something else.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Kagetora on June 26, 2011, 12:52:38 PM
I'm trying to implement some of the suggestions presented here (the more involving suggestions would take more time though), but through reading the posts again, it occurs to me that there might be some lack of clarity about what is meant by hub.

It is clear that not all characters would fit in to the place - I imagine only very few would feel comfortable taking permanent residence amidst the mists. But by hub, the point is more that it should be an intersection or meeting point rather than the place the more elaborate roleplay plays out. From an OOC perspective, it is a place to go if you are looking for people to roleplay with, but thereby not suggesting that the entirety of the roleplay has to take place there. From the IC perspective, when your character hangs out there, he or she is might be on their way somewhere but making temporary halt, looking for allies, trading at the camp, waiting for the next caravan or something else.

Hmmm....perhaps you should explain that further, because when I read this, my first thought was "Thats exactly what the Mist Camp is now, and its failing miserably to be any sort of 'hub.'"

Are you saying that you don't feel any changes need to be made to the game area itself, and that its simply up to the player base to force themselves to go use it?
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Aduial on June 26, 2011, 01:50:06 PM
i dont get it too....but perhaps is my poor english. :mrgreen:
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 26, 2011, 04:18:43 PM
Are you saying that you don't feel any changes need to be made to the game area itself, and that its simply up to the player base to force themselves to go use it?

What I'm saying is simply that the desired endpoint need not be a teeming city where people have their homes and spend all their life. The western outskirts aren't that either, and a lot of Vallaki roleplay takes place in places like the Blue Water Inn, the Prancing Nymph or the Broken Bell (not to mention Dvergeheim and Degannwy). The travel distance between the Western Outskirts and Dvergeheim for one is not different from that of the Mist Camp to Dementlieu. Crafting isn't done in the western outskirts either, but in areas placed in the other end of Vallaki.

But that's not the same as saying that there's no improvements to be made (otherwise I wouldn't be working on making those right now).
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Kagetora on June 26, 2011, 07:22:01 PM
No one ever asked for a sprawling city teaming with life.  The idea was to expand the area in such a way as there were a couple of spots to go and "hang out" other than the Vistani fire/camp (such as an inn and a bar) on the outskirts of a large ruined village, then put in a few other places (some basements or a smaller version of the Drain) so that the "undesireables" would have a place to congregate and RP as well.  People would then come, meet up, RP for a while, and maybe decide they needed to go have some fun elsewhere now that some friends were around (and thus head over to the Vistani for the ride out), or to wander off to work on their own things (crafting, also requiring a ride out).  If that worked, then perhaps you could expand the "ruined village" concept to a couple new maps of this "island in the mists" and even put in a spot to adventure there as well (ala the catacombs under the ML temple and the caves and such around the Outskirts).

If you build it, they will come.   :P
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Elfric on June 26, 2011, 07:37:30 PM
I still don't see the point of this whole idea. I mean the port is already a RP hub, and has some considerable things to fight at night, and in it's sewers. There hardly appears to be a reason not to just expand on what we already have, instead of making a whole new place. The only real diffrence is 100 fang for the Mist camp, and 200 for Port.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: ethinos on June 26, 2011, 07:48:52 PM
I still don't see the point of this whole idea. I mean the port is already a RP hub, and has some considerable things to fight at night, and in it's sewers. There hardly appears to be a reason not to just expand on what we already have, instead of making a whole new place. The only real diffrence is 100 fang for the Mist camp, and 200 for Port.

As I've mentioned, and others have agreed with, Port-A-Lucine is a completely different country than Barovia, and very different in it's so-called "flavor". It may work well for sophisticated, urban-dwelling PCs, but it won't do for barbarians, woodsy folks, and rural-types (which I dare say outnumbers the sophisticates). But being that the Village of Barovia is very near the caravan route in Barovia, I see that as being the perfect anti-Port spot for roleplaying. Both are near the Mist Camp hub and offer two very different, but worthy places to congregate for higher levels.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Vaku on June 26, 2011, 09:51:33 PM
Put in a few other places (some basements or a smaller version of the Drain) so that the "undesireables" would have a place to congregate and RP as well.

For this element, an area that would in some way seem best for the "Undesirables" should not be something immediate to the caravan stop (Not that you suggested that. Just Building off the idea). I think perhaps a non-hostile Darkling somewhere off the beaten path would be able to give a hint (Or maybe even some straight forward directions) to this other hidden place for congregation and brooding. The path to this place would have a little more danger to get there, like other than wererats, since it is a high level hub maybe, dire spiders.

Anyways.. Still liking the ideas. :D
Title: Re: Mistways, oubliettes and more!
Post by: hugolino on June 27, 2011, 04:22:17 AM
I like the main suggestion for the Mist Camp, and I grasp the meaning of "hub" that is being used in this case. If I may make a suggestion, I would suggest taking inspiration from chapter 6, 8, 9 and more of "Van Richten's Guide to the Mists" (official source book, pdf only, Wizards of the Coast, c 2005).

After all, as I understand it, the Mist Camp is essentially a stopover in the middle of a Mistway and/or it is an oubliette (an isolated fragment of land swallowed by the mist). That it makes it quite unique and unpredictable for the server, I would think. At least, it should.

Here are some interesting excerpts that could be applied if desired:

ON MISTWAYS
Spoiler: show


"Gentle Reader, although a Mistway provides as reliable a passage through the Mists as is possible without the guidance of a Vistani, such travel is still quite fraught with dangers. Even careful projection of one's path does not protect a traveler from various bloodthirsty Mist creatures, madmen or the odd choking gas..." (chapter 6, p. 66-67)

"Battle along a Mistway is both frustrating and difficult. Creatures use the concealment of the fog to appear from nowhere, with the more intelligent ones seeming to mark certain Mistways as their preferred game trails. Attempting to shoot a pistol or use a bow in the midst of the fog is perilous to other travelers -- even those seemingly outside the range or aim of the shooter. The Mists are confusing..." (chapter 6, p. 67)

"SHOOTING AT SHADOWS: COMBAT AND MOVEMENT IN THE MISTS
The confusing nature of the Mists provides a challenge for those attempting to move through them or, worse yet, use ranged weapons within them. All persons moving through the Mistways should consider themselves in light concealment (10% miss chance) during combat or when performing Spot or Search checks per the rules in the Player's Handbook... DMs who wish to emphasize the horrific uncertainty inherent in attempting to manuever in the Mists may also apply the random modifiers listed in Table 6-1 by rolling a d20 before each round." (chapter 6, p. 66)


ON OUBLIETTES
Spoiler: show

"WHAT IS AN OUBLIETTE?
Defining a dread oubliette is quite simple. It is also terribly complex. In the plainest of terms, an oubliette is a space within the Mists with its own solid reality, but normally uninhabited except by those creatures who roam the Mists -- or the occasional misfortunate Mist-led or Fugued being. Such places are not necessarily corrupted, such as those horrifying sinkholes of evil. Although surrounded by the Mists, they are neither difficult to enter, nor usually to leave. They are places of sanctuary for some, holding cells for those unfortunates caught in a time fugue within the Mists or temporary homes for others." (chapter 8, p. 82)

"What makes the oubliette different from any of the other dark pockets in Ravenloft? Well, first of all, these places are not regularly inhabited by intelligent beings -- no villagers or no dread villain on the parapets of the castle. Yet these places have their own personalities and may be the temporary home of any Mist creature, whether born of the Mists, Lost or Mist-led and desperate to get out. Secondly, the oubliettes are never permanent..." (chapter 8, p. 85)
 
In Table 8-1, it is noted that an oubliette could have "salient effects," either at random or as determined by the DM. These can be "paranoia" (-2 penalty on attack, saves, skills and abilities -- Will negates), "twisted perceptions" (20% miss chances for all attacks, skill penalty of 5 -- Fortitude negates), "inside the nightmare" (lost sense of direction, tracking penalty of 5 -- Will negates), "raging heart" (rage effect on those in the oubliette), "menacing atmosphere" (-2 on all attacks, saves, ability checks and skills; paladins not immune -- Will negates), and lastly creatures who have used the oubliette for refuge for a week or longer gain spell resistance of 5 (stackable) until they have been away from it for a week.

Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 27, 2011, 04:57:32 AM
The mistway part has actually been planned for long, just need implementation. I've also given that some priority now and I think you'll be quite happy with the result.

I'm making the camp less centralised, adding a visitors camp and additionally, visiting caravans that'll vary over time.

I will try to add a few more spots, perhaps even sub-areas that people can withdraw to when needed. It's important though that we don't foil the mysterious feel that should pertain to the area by adding too many various elements to the point it seems both random and overpopulated. Dementlieu, the Village of Barovia, Blaustein etc. are just a few areas away (at most) and we shouldn't overlap them entirely.

I think the point I'm trying to put forward is perhaps best illustrated by using the Western Outskirts as analogy. You don't have crafting stations right there, you don't have the Drain, Dvergeheim and Degannwy as sub-areas to this place. Although the travel distance is short, given the functioning of the mist camp and the caravans, the travelling distance to places like Dementlieu isn't further than from the Western Outskirts to Dvergeheim. The mist camp has the advantage that virtually everywhere can be nearby. In the discussion of proximity and travel distance, there's no better place than the Mist Camp really.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Aahz on June 27, 2011, 08:35:25 AM
I think the point I'm trying to put forward is perhaps best illustrated by using the Western Outskirts as analogy. You don't have crafting stations right there, you don't have the Drain, Dvergeheim and Degannwy as sub-areas to this place. Although the travel distance is short, given the functioning of the mist camp and the caravans, the travelling distance to places like Dementlieu isn't further than from the Western Outskirts to Dvergeheim. The mist camp has the advantage that virtually everywhere can be nearby. In the discussion of proximity and travel distance, there's no better place than the Mist Camp really.

You also don't have a minimum wait time nor cost get to and from the outskirts. If you can freely just drop by the Western outskirts and see who is around and not be "out" anything if no one is there. I think that the village or Port-a-Lucine would function better as hubs for this reason.

Actually, by the same argument, Port-a-Lucine is an even worse area for a hub than the mist came as the cost and wait time to get there is double that of the mist camp. Granted there is a lot more to do in Port-a-Lucine. However, even now it is hard to find bounties/areas to adventure in the port not already cleared when people are actually in the Port. That will only increase as the number of people there increases.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 27, 2011, 09:10:51 AM
Travelling with the vistani caravans takes just 3 minutes. Even if you have to wait for a caravan to be available, it won't be more than 5-6 minutes. When people walk (and perhaps even roleplay!), it'll take more time getting from the Western Outskirts to the other end of town.

And the more people who start to frequent the place, the better the chances you can split the cost with someone else.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Aahz on June 27, 2011, 12:10:38 PM
Travelling with the vistani caravans takes just 3 minutes. Even if you have to wait for a caravan to be available, it won't be more than 5-6 minutes. When people walk (and perhaps even roleplay!), it'll take more time getting from the Western Outskirts to the other end of town.

And the more people who start to frequent the place, the better the chances you can split the cost with someone else.

Its not just the wait time, its the cost. In any event I believe the time/cost is already sufficient enough that the area will not work as an effective hub. I believe the first and foremost requirement of a hub is the ability to casually get to and leave from the area (I.E. no minimum resources {time/gold} are required to be spent getting to the area)

I'm all for giving it a try but I doubt it will work out in the long run.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: ethinos on June 27, 2011, 01:15:53 PM
100 gold pieces isn't that much for a mid- or high-level. I've found that you can find 300-500 gold pieces in each pile of garbage in the sewers of Port-A-Lucine.

I don't think time/cost is going to affect as many people as you seem to think. Especially since the hub caters mostly to the dungeoneering crowd, who are likely to have plenty of currency on hand.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: respawnaholic on June 27, 2011, 05:16:24 PM
Travelling with the vistani caravans takes just 3 minutes. Even if you have to wait for a caravan to be available, it won't be more than 5-6 minutes. When people walk (and perhaps even roleplay!), it'll take more time getting from the Western Outskirts to the other end of town.

And the more people who start to frequent the place, the better the chances you can split the cost with someone else.

Those three minutes start adding up when youve already tacked on considerable travel time to just getting there AND your going back and forth several times per day...and more often than not...alone. People who want to roleplay in the caraven can roleplay outside of it just as easily.

Really not trying to be arguementative, but if you want people to start frequenting your second hub you need to make it less time consuming to get there. Over the past week I cept one of my characters parked in Barovia village just to see what would happen. Granted I wasnt on for long blocks of time but basically I saw one person in a weeks time, and they left pretty quickly to go do something actually interesting. Just seems to me that levels 1- 20 frequent the Western Outskirts because thats where everyone else is. Everyone is there because its the main point of entry and thus easy to get to. Having 40-50 people on seems like alot, but when you spread them out over several dozen areas the server can seem pretty empty real quick. As long as the Western Outskirts is the most easy and convient place to get to it will always be the main hub for everyone.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Aduial on June 27, 2011, 06:05:17 PM
Perhaps a thing that can help to start the new hub can be a sort of "main event", like a very nice and long term plot runned by the DM ,that can "change" a few aspects of the nearby zone or have his repercussions in the setting in some way, as in the past happened to the Zeklos keep, to make an example.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Springer on June 28, 2011, 12:52:38 AM
Yes, actually Village is better in such events because it is not a starting area so for example temple maybe overran by undead at least for sometime and things like that. Much easier to change high lvel location then starting location.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Rendrick on June 28, 2011, 01:35:58 PM
Lets try this from a new perspective.

Benefits from Western Outskirts.

-Only 1 NPC

-Wide open area

-Guaranteed RP
-Church with limited free healing
   -Religious RP options
   -Ressurection

-Multiple exits/ entrances from other transitions Six not including the Inn and Church & sewers

-Quick access to large City (Vallaki) RP and multiple faction bases.

-High volume of materials for crafting in surrounding areas

Benefits to the Mist Camp

-Access to high level areas

-3min access to multiple cities



The western outskirts is too well established as a central hub. Everyone on the server whether a casual gamer or intensive gamer will know if they want to RP or meet a diverse melting pot of server population will find it in the Outskirts.

The only way to pull a certain population of character and player is to create benefits beyond quick travel to potential levelings areas as proven.

The mist camp is doomed, it's established in everyones mind as a travel point and nothing more. It will need muscles, facelift and a boob job for people to notice it so give it ONE-WAY fast travel to certain areas(crafting materials volume). Make it less cluttered so people fill it up, find a way to make the caravan less like public transportation, give it transitions to different places to remove the claustraphobia. It needs diversity to draw diversity, Sewers(evil/outcasts), Church (good), Inn (Neutral), City (chaotic). If the area cannot sustain interest it will not keep people there, and if it doesn't keep people there it will not create the RP guarantee players require in a "hub".
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: ethinos on June 28, 2011, 01:41:16 PM
Ok, I propose that all transitions leading to/from the Western Outskirts take 3 minutes. There, problem solved!
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Springer on June 28, 2011, 01:43:08 PM
People would just stand in the outskirts and wont go anywhere.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: ethinos on June 28, 2011, 02:05:36 PM
Lets try this from a new perspective.

I'd rather see this from the older perspective as it's more constructive and productive. But, taking a cue from you, maybe finding ways of making the Western Outskirts less desirable for a mid- to high-level character is something we can consider instead. *shrug*

Quote
The mist camp is doomed, it's established in everyones mind as a travel point and nothing more.

The Mist Camp isn't doomed. It's hardly been in play yet. Also, after seeing the last few posts from Soren, I'm not sure he really expects it to be anything more than a meeting place for grouping up for adventures.

If you think about it, the Western Outskirts is two things for mid- to high-levels.

I think if we can push players to the Village of Barovia or Port-A-Lucine for roleplaying, and to the Mist Camp for grouping up for dungeoning, then the Outskirts wouldn't be used as much for anyone but low levels. The idea was never to kick uber folks out of Vallaki, but to keep them from loitering in the Outskirts.

While I hate the idea of relying on DM activity to draw players, but with DM Tarokka already running wildly and wonderfully amok in Port-A-Lucine, all we'd need is more DM involvement in the Village of Barovia, and folks may find themselves more drawn to those locations.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Rendrick on June 28, 2011, 02:44:20 PM
The idea was never to kick uber folks out of Vallaki, but to keep them from loitering in the outskirts

See, I can pull single sentences from a paragraph to removing half the meaning from it.

Hard fact is you can't depend on a DM or staff to make an area attractive. It sets up Tarroka to get burned out and again does not guarantee the player base a reason to be there because there's no guarantee Tarroka is logged on or working on an event.

To create a hub you need these ingredients. Guaranteed roleplay, how do you guarantee roleplay? You create a reason for players to utilize the area for a more extended period of time. How do you keep a player in an area for a more extended period of time? Create an unlimited benefit to the desired group, unfortunatly it can't be roleplay because that's our desired Ingredient, so perhaps roleplay opportunities, or crafting, or housing, or open trade. perhaps Vallakia will ban the sales of magical crafts or bounties,

Like I said before, and I assume is being done, the mist camp we know now would need to be modified and revamped to become a viable hub.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: ethinos on June 28, 2011, 03:10:13 PM
See, I can pull single sentences from a paragraph to removing half the meaning from it.

I quote parts that are relevant to my responses, for use as a reference only. Otherwise, confusion and misunderstandings can occur if you (or someone else) thinks I commented on something different in your post. It happens. Also, in the event of a page break, it's easy to see what I am referencing if my post ends up being the first on a new page. I'm simply attempting to make my arguments/comments clearly understood. There's no shady business going on.

Quote
Hard fact is you can't depend on a DM or staff to make an area attractive. It sets up Tarroka to get burned out and again does not guarantee the player base a reason to be there because there's no guarantee Tarroka is logged on or working on an event.

Yep, and that's why I said I didn't like relying on them either. But we do know that DM activity can help encourage a character's transition to a new place. The fact is that DMs have often stated that they don't like running events in the Outskirts, because of the presence of higher levels. They can instead run some of those events in the Village and Port, at least for a little while. Even if these events are short-term, they'll cause PCs to migrate, and then roleplay at the new hubs can be more natural and more common. I do believe other DM's besides Tarokka run events in Port-A-Lucine. If we can get more activity in the Village, then I think that could be beneficial.

Quote
To create a hub you need these ingredients. Guaranteed roleplay, how do you guarantee roleplay? You create a reason for players to utilize the area for a more extended period of time. How do you keep a player in an area for a more extended period of time? Create an unlimited benefit to the desired group, unfortunatly it can't be roleplay because that's our desired Ingredient, so perhaps roleplay opportunities, or crafting, or housing, or open trade. perhaps Vallakia will ban the sales of magical crafts or bounties,

Like I said before, and I assume is being done, the mist camp we know now would need to be modified and revamped to become a viable hub.

What kind of hub? I still think that Soren is implying that the Mist Camp was more of a hangout than an actual roleplaying hub. The Village and the Port are more well suited for being roleplaying hubs.

Being a crafter, I don't see crafting as being relevant to a roleplaying hub nor a meetup/hangout type of hub. Trading/selling, yes. Crafting, no. Most crafting materials are spread all over the server, and require quite a bit of travelling anyways. None of the places I actually craft are usually near places that I want to roleplay.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Axra on June 28, 2011, 03:48:55 PM
+1 to Rendrick.

He has a good argument.

I think Barovia or the Mist camp etc becoming a hub is a terrific Idea, but its as Rendrick says, players have to have a better reason to hang out there than in the outskirts.  If I log in and my chars in Barovia and theres no-one else around to RP with?  Ill run back to Vallaki.

I think a one way travel to Barovia for a premium isnt a silly idea... Like a caravan one way for 500g ^_^
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: hugolino on June 28, 2011, 05:02:39 PM
Quote
I think a one way travel to Barovia for a premium isnt a silly idea... Like a caravan one way for 500g ^_^

I don't understand this statement. The caravan already offers trips to Barovia (near Barovia Village at the pools). Do you mean one-way trips to the Outskirts? That would seem reasonable as there already is a Vistani camp there.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: WildPirate13 on June 28, 2011, 05:09:31 PM


Quote
Do you mean one-way trips to the Outskirts? That would seem reasonable as there already is a Vistani camp there.

I agree if there is a chance for a second real hub to form it would help the issue. Not in favor of Barovia as a hub myself. Ocr is an issue for many.

Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: ethinos on June 28, 2011, 05:37:18 PM


Quote
Do you mean one-way trips to the Outskirts? That would seem reasonable as there already is a Vistani camp there.

I agree if there is a chance for a second real hub to form it would help the issue.

Ok, I keep seeing folks saying that fast travel will make having a roleplaying (or meetup/hanging-out) hub elsewhere more attractive. With the idea of having the hub(s) elsewhere, why is returning to Vallaki that important? I'm truly curious and would like to see the ideas behind this. The purpose of the hub relocation is that you'd be unlikely to come back very often, and thus making travel back (fast or not) infrequent. If you had plenty of roleplaying and dungeoning opportunities at the new hubs, why else are you coming back, that begs the need for fast travel?

Quote
Not in favor of Barovia as a hub myself. Ocr is an issue for many.

Many? I'm not so sure about that. Folks with a high enough OCR that results in becoming a pariah to Barovian NPC's/PC's are and always will be in a small minority. Also, outcasts in and around Vallaki have to worry about OCR, too. Unless you are talking about cellar/sewer dwellers, and they aren't exactly the focus of this relocation. They are usually in the Drain and not in the Outskirts anyways. There's always the Mist Camp, and Port-A-Lucine for high OCR folks. OCR sucks, but you earned it and should expect roleplaying opportunites to reflect that. That's why my 'ban (with a 25 OCR) is living as a hermit in the mountains.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: hugolino on June 28, 2011, 05:51:06 PM

Quote
Do you mean one-way trips to the Outskirts? That would seem reasonable as there already is a Vistani camp there.

I agree if there is a chance for a second real hub to form it would help the issue.

Ok, I keep seeing folks saying that fast travel will make having a roleplaying (or meetup/hanging-out) hub elsewhere more attractive. With the idea of having the hub(s) elsewhere, why is returning to Vallaki that important? I'm truly curious and would like to see the ideas behind this.

I would guess it is as simple as reducing the "cost" of spending time at the Mist Camp. One of the intangible costs is the time it then takes to travel back to the Outskirts/Vallaki whether for player company, crafting materials or whatever. By making it faster to return, you make the Mist Camps more appealing because the "cost" is reduced. Making the travel one-way favors higher level players, who have less difficulty making it to the Vistani camp at the pools in the first place.

I have a better (in my opinion) suggestion. Instead of having a one-way trip back to the Outskirts camp of Vistani, why not have one-way trips to areas where crafting materials might be found? That seems more practical to me honestly.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Aahz on June 28, 2011, 05:53:55 PM

Ok, I keep seeing folks saying that fast travel will make having a roleplaying (or meetup/hanging-out) hub elsewhere more attractive. With the idea of having the hub(s) elsewhere, why is returning to Vallaki that important? I'm truly curious and would like to see the ideas behind this. The purpose of the hub relocation is that you'd be unlikely to come back very often, and thus making travel back (fast or not) infrequent. If you had plenty of roleplaying and dungeoning opportunities at the new hubs, why else are you coming back, that begs the need for fast travel?

Two reasons off the top of my head.

1.)  Customers for Crafters. Crafters are the means for newer characters getting decent equipment

2.) There are many IC areas close to the outskirts that cannot be easily refocused to another area. The Dwarven mine, the Elven Village, The Drain. If you want to attract characters that are based on one of these areas to different place a fast and relatively low cost travel option would help quite a bit.

Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Axra on June 28, 2011, 06:29:58 PM
What i meant was fast travel -from- the outskirts.  There really doesnt need to be fast travel to the outskirts, theres already enough people there.  If the fast travel to Barovia Village or Tser Pool from the outskirts was available at a price most low levels would refuse to pay, then it would easily make it more attractive to higher levels because its much easier to access.  And the return to Vallaki would require the nice long walk we have all come to love soooo much
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: respawnaholic on June 28, 2011, 10:21:04 PM
People would just stand in the outskirts and wont go anywhere.

One day he'll get it.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: dutchy on June 29, 2011, 01:59:36 AM
ppl should reallly really forget about the time to travel its getting old.

acces thats the whole difrance what that fool wildpirate posted a page ago is correct.

even if you stand in the outskirts you know you can go crafting or go to town watch ppl walk by trade uhhh the temple  the inn factions the country itself.

it alas beats any hub we got atm, even if the mist camp is alterd  wich great ideas are given it wont change much   there would just be more options.

fact still is  the outskirts is as central as it comes  and central places simply have the largest activity.

so if you want the mist camp to be of any use copy paste the outskirts vallaki elf town the temple the inn the resources for craftin and the factions   alter it a bit and voila it might stand a chance vs barovia vallaki outskirts.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 29, 2011, 04:04:33 AM
Could people please easen up a bit on the I-know-better-attitude? It's disheartening to read, and I'm sure the torches and pitchforks would come out instantly if we as developers imposed the same attitude. I imagine not many of you have tried building large PWs, so it's not very fitting to lock yourself in the lecturing attitude. And unless we can actually discuss things (as in weighting both sides equally), we are just moving in circles. Don't just tell people how it's going to be like, but bring forward points that might affect how it'll be like.

By personal experience though, I feel the best we can do at this point - where there's lots of arguments for and against - is to acquire some experiences in game. If you want to help with that, try life as a mist-camp hang about for a time, share what you've learned (this will be especially relevant once the new version is up). If you are not up for participating in that, no one is going to hold that against you. We don't want to force anyone in to using the Mist Camp as a hub. We don't force anyone to use the Western Outskirts as a hub either.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Springer on June 29, 2011, 04:47:59 AM
Just my opinion, but considering Vallaki. If you ll go into the city itself or southern forest or to the docks, lake Zarovich areas you wont meet many people there aswell. Outskirts is the main gathering point, besides that it is not that different. In the outskirts there is a temple with free healing and raising for money, knuckles for healing tonics mini quest, Lady rest inn which is the best inn for outlanders (which are majority of PC population I think), bounty board (and mink mini quest and bounty office are very close to it aswell, practically at the same location).
With Village the situation is different, yes it has outskirts aswell, an inn, but those are not close to each other. So we have a situation when near Vallaki people know that the outskirts are the meeting point and on top of that it has a place for religious RP, and a place for your average adventurer RP (inn) basicly in one place. In the Port and in the Village even if there would be more then few people they are scattered throughtout the areas and may not even meet each other because of that, there are no meeting point locations.

As for Mist camp, I am actually thinking the situation with it is far from bad. During the peak times there is a good chance to meet high levls to RP with (not only high levels even) and actually I think it is easier to meet people there then in the Port and especially in the Village (which is allmost always empty).
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Mrjunkie on June 29, 2011, 06:17:39 AM
Havnt read to far back due to squabblings.

The idea of expanding the mist camp is great, can offer a complete new hub for the higher levels and a destination/trade point for low/middle level aswell as the existing trading firms.

With crafting facilities, crafting materials 'could' be exported to this central hub as most higher levels posses more money than they know what to do with, could form a gold sink.

Expanding the area would offer some solitude that is missed in the outskirts as it is often a cluster of various rp'ers, each with there own angle, it is often entertaining but more often than not drops into madness.
Smaller tents, social tents, secluded campfires/small camps could be used for the 'visitors' whilst the vistani themselves can reside in their wagons.

I dont really see the value of having herbs/reagents spawning in the encampment as its a sort of middle ground, hidden/lost in the mists.
Perhaps the vistani/long term travellers could offer rumours and snippets of information on the various domains we have, little insights to the politics, inhabitants, old folk tals of the lands. And much as Constantine small rumours of activities in certain domains.

As for the caravans, longest wait is often 5 min, for solo travelers its a pain as you must wait, but as most travel in groups it would not make much difference, if it was visited moreso in time perhaps another caravan would need to be implemented but so far i see no need for it.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Strigoi on June 29, 2011, 10:07:36 AM
maybe offer enough recreational activities to do in those areas so that if a player is there alone, they are never bored?

i got to be honest though, i never linger in the outskirts. all my characters are barovian and usually either at the Broken bell/Blue Water inn/ or at the Citadel. and usually there are enough barovian players to interact with. my new character Zavier is mostly at the Blue water and the Citadel. one way ive learned to attract players to the Blue water is through IC business (his Publishing Company) and it works pretty well.

non of my characters have ever acted as "big Brother", and i know this is one of the main reasons High levels are trying to be spread out over the server. so i dont consider myself under that demographic. but i do think that Time is a major factor, as people log on with a limited amount of play time, and often have goals they want to accomplish in those play sessions.

i know i tried once with Elton and a cahracter of mine, to make Krofburg our hub. but there just wasnt enough player interaction to keep us interested, and we constantly had to run back to vallaki for things like resources, Banking, etc etc. things that were lacking in that village, that will always be found in Vallaki. i tried the same with my very first Character on this server, and tried to make the village my home, but i had the same problems as Krofburg. waaaaay to long to run back to vallaki to use the bank, when i could just dwell in vallaki.

anyway that is feedback/input from my experiences at trying to "hub" away from Vallaki.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Vaku on June 29, 2011, 11:38:23 AM
Could people please easen up a bit on the I-know-better-attitude? It's disheartening to read, and I'm sure the torches and pitchforks would come out instantly if we as developers imposed the same attitude. I imagine not many of you have tried building large PWs, so it's not very fitting to lock yourself in the lecturing attitude. And unless we can actually discuss things (as in weighting both sides equally), we are just moving in circles. Don't just tell people how it's going to be like, but bring forward points that might affect how it'll be like.

By personal experience though, I feel the best we can do at this point - where there's lots of arguments for and against - is to acquire some experiences in game. If you want to help with that, try life as a mist-camp hang about for a time, share what you've learned (this will be especially relevant once the new version is up). If you are not up for participating in that, no one is going to hold that against you. We don't want to force anyone in to using the Mist Camp as a hub. We don't force anyone to use the Western Outskirts as a hub either.

Agreed.

(At the end of this long post will be how all this can be applied to the Mist Camp as a mid/high lvl hub.)

Taking some tips from Guild Wars (GW), a game literally made of hubs, there are a few things that every major hub has. (Given this game had thousands of users on at a time and not tens of users, there is still plenty we can learn, and if there's truth in it, it can be applied.)
#1 Is Exclusive Content. This can be anything, it just has to be very unique content from other areas of the game .

     Examples:

     Starting Zones (GW had one Starting Zone at the beginning and it got a huge population, and even after seven or so years with the population diminishing it still retains one of the larger populations. Starting Zones will after all feel like home to most players, and they say more often than not that there is no place better...than home. :3 After the stand alone expansions came out, GW had two more Starting Zones, however the third one is different, and probably not for the better, but that is for another time, however it is important to make note, even these starting Zones resulted in a large population in which long time players would return to mingle and assist newbies.)

     Atmosphere (This is an excellent one all of you here have succeeded at making work. It is what keeps some players in Dementielu while others stay in Barovia, and others in Har'Akir. I would imagine that if Blaustein had more content to it, to match its atmosphere, there would also be players who want to stay there more often. In GW, simply because of the look of an area, players would go to a destination and stay there, if to do nothing else but go AFK and use the area as an energy hungry screen saver.)

     Rewards (This can be monetary, a weapon/armor, consumables or even additional property to your items. As to evidence of the latter reward, there was an area players had to go to upgrade their armor to be "infused". This particular property would allow players to stand a chance against hostile NPC's called the White Mantle. The thing is, the area that this could be done, you would always be able to find people there, if for nothing else, just trying team up to fulfill that property to their armor. Similar to POTM, it is like getting your weapon silver-gilded, only a team effort. As for consumables, every big holiday, the GW staff would throw events, along with the automated quests in which players could go about and earn little consumables that were either, snowballs, cake, fireworks or what have you, however to get these items, you had to visit and participate in activities in the main hubs of the game. For weapons/armor, GW had particular areas one would go to buy the components and the armor, where each of the resulting armor sets had unique looks to them, and improved stats to them. Conveniently enough, these places would be where all the late game major hubs were in GW. For monetary, you would be able to get money rather casually, just playing the game, there were some places you had to earn unique currency, however what I mean most by monetary, is where you would be most inclined to spend your money. And the most worthwhile place to spend your money would be in the late game major hubs. As for what was bought however, that is for a later section.)

#2 Is Activities. This one is far too huge a topic, it needs to have its own number. This, in of itself can be anything, and can be widespread or concentrated for effect.

     Examples:

     Missions/Quests/Overarching Objectives (This particular topic is in large part handled by players and DM's in POTM, however in GW, it was for the most part automated or predestined, and for that reason, players would mingle in an area to complete an objective that was unique to that space alone. However, when factoring in someone like Lizuca, her quest for the casual gathering of five knuckles per pot, her task can be adapted for more worthwhile rewards with of course equal challenges.)

     MORTAL KOMBAT! (What I mean by this is pvp. Guild Wars had two different types of main hubs: The storyline hub and then the pvp hub. Depending on the type of Arena a hub offered, you would see a variation in population. The more agreeable the pvp offered the better rate players would find matches. It was all friendly, though persistent and active competition.)

     Big Purchases (The biggest and most community encouraging purchase a player could make in GW was to buy a Guild Hall and furnish it to its fullest. The activities that purchased opened up to guild members was well worth the price and time and I think, could maybe be adapted to POTM, but with the smaller community as is, I have my doubts.)

---There's more but I've been writing this for awhile and I'm running low on juice, but I am going to post this for you all to consider.

How this can be applied to the Mist Camp: Don't make the Mist Camp a starting zone :) It is a junction, however to make it a better junction, make it to where there are other destinations people will want to travel from/to. The atmosphere of the camp :D everyone is so great at contributing to this aspect. Build it bigger, more spacious, more mist!  More room to experience the awe and mystery and potential trepidation the mists should offer, and fulfill that island idea. Rewards, this has been brought up, and I think, when the Mist Camp is better formed in its revised state, the community can better contribute to this aspect. But whatever the case may be, it needs to be more worthwhile to be at the Mist Camp casually, than to be over at Lizuca with her knuckle potions. And for pvp, the Mist Camp is not the place for it, but arenas are a worthwhile social event. If a dev becomes inspired to make an automated, accessible and interesting platform for competition, it would bring in people to the area the arena is set. For big, interesting purchases, it again, doesn't fit the setting for the Mist Cap, but it is an idea for concentrating players to an area. The more attached on is to their purchase, the more they can customize and feel ownership, the more they'll congregate or show attention to their object.

Anyways, keep up the good posts :D
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Axra on June 29, 2011, 10:46:41 PM
GW was such a great game, played for years, and yeah, all the major hubs had something unique to offer which kept players sticking around longer than a brief visit.  I would love to see the mist camp grow into an sprawling Vistani caravan community.  Like several camps joined together to make one large one.  And along with it a bunch of starange new exciting and scary things to discover
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 30, 2011, 04:14:24 AM
Thank you, all.

The description of the Mist Camp as a junction is spot on. That is the form of hub we hoped it to be.

Regarding features, to have an outset of discussion, these are the current features of the Mist Camp:

- Healer, who can both raise, resurrect as well as cast a number of other curing spells.
- Merchant (with the best available maximum buying price).
- Seer, that'll hint at spawn rates in various areas. We may also expand her abilities to help you locate players.
- Free rest zone.

Once I have the mistway areas implemented, I'm hoping to add a unique form of gathering quest too. At current, we are also considering something akin to an inn, but it needs some delicacy to enhance rather than degrade the mysterious feel of the camp.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Rendrick on June 30, 2011, 10:16:50 AM
It all sounds good, the seer would be something unique, the improved merchant would keep people returning since fang is a universal need and the healer services are needed for anyone.

As for the Inn, perhaps it's not put in the camp but in the mistway, make it delapidated and the backstory of the mist swallowing the owner & establishment plopping it in it's current location.

Or it could just be a plateau in the misty camp area that is above the mist with a cook, small individual campfires and benchs, couple placeables of kegs and cooking pots. Sort of a designated place they feed the caravan.

Suggestions away!
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Soren / Zarathustra217 on June 30, 2011, 10:26:50 AM
Well, the issue with placing anything in the mistway is that they are notorious for their changing landscape. I could place an inn there, but it would relocate, so I imagine it'll be hard attracting a crowd. It could be a nice gimmick thing though.

What we've considered is perhaps to have the Naiat (Vistani tribe) put up a drinking tent in the Mist Camp. While the Vistani themselves are probably above excess drinking, they never mind making some gold by offering their services. For the Naiat tribe, that is entertainment.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Elfric on June 30, 2011, 10:54:28 AM
Working off the whole vistani drinking tent, i came up with a rough "Picnic" site area. Sort of an outdoor "Tavern" that would suit the vistani's style caravan style. Sure there's no tent, but it's still pretty mobile. Here's the quick idea screenshot of it. (Because visual aid is better then none!)

(http://img36.imageshack.us/img36/7255/newbitmapimagexn.png)
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Heretic on June 30, 2011, 11:01:13 AM
Working off the whole vistani drinking tent, i came up with a rough "Picnic" site area. Sort of an outdoor "Tavern" that would suit the vistani's style caravan style. Sure there's no tent, but it's still pretty mobile. Here's the quick idea screenshot of it. (Because visual aid is better then none!)

(http://img36.imageshack.us/img36/7255/newbitmapimagexn.png)


Apply for developer, we need more area designers, there's a lot to do and new ideas are always fresh.

Cheers.  :)
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: WildPirate13 on June 30, 2011, 11:04:23 AM
Nice!

Listen to Heretic :)
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Elfric on June 30, 2011, 11:05:16 AM
Oh iadul... I should not of shown that screenshot D:
Fine, but i'll be lazy and ungreatful!
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: hugolino on June 30, 2011, 02:02:37 PM
What we've considered is perhaps to have the Naiat (Vistani tribe) put up a drinking tent in the Mist Camp. While the Vistani themselves are probably above excess drinking, they never mind making some gold by offering their services. For the Naiat tribe, that is entertainment.

I prefer the notion of an enclosed drinking tent rather than an open picnic area in a Mistway. But I was impressed with the screenshot of that idea nonetheless. It just doesn't seem to fit a Mistway camp to me.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Elfric on June 30, 2011, 02:08:41 PM
Well you wouldn't be able to make a drinking tent from the base "Tent" tile, simply due to it's size. Now you could use the asian tea tables for it, and add pillows but it'd take away the Gypsy theme of it slightly too.

Edit: I take that back... Ruins-> Tent interior tile. It's large enough to make what you're looking for.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: WildPirate13 on July 09, 2011, 10:26:35 AM
I like the alteration of the mist camp. Is there going to be more?
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Elfric on July 09, 2011, 11:19:43 AM
I've been looking at the map of Deme, and i can easily invision the new areas. Forest for hunting, the fortified town to the North East of port.... Mayhaps even room for caverns to mine resources. It will provided the place with what people need. Although considerablly smaller then Barovia in areas.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: WildPirate13 on July 09, 2011, 12:23:03 PM
*hops up and down like a little girl in glee*
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Elfric on July 09, 2011, 12:51:12 PM
*hops up and down like a little girl in glee*

 <_< Never said i was gonna make it, then again...
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Kenkaku on July 09, 2011, 03:37:14 PM
I like the alteration of the mist camp. Is there going to be more?

This. I love how spacious the Misty Camp is. Though, there are a few little things that can be somewhat annoying.


The transition into the Caravan is pressed a bit too close to the Caravan itself, imo. I rarely find that I can click on it to walk in, and I've had some problems even manually walking into it. Perhaps we could pull back just slightly?

Also, there's a Vistani Man that likes to stand on the stair things that lead into the Merchant Vardo, effectively blocking you from getting in until he feels like wandering off the same as that bloody dog at Tser Pool. Could we do something about these two?


Besides those two things, I really like how it's set up now. Feels much more relaxing and open with all the space to move around.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Springer on July 09, 2011, 04:16:51 PM
Honestly I hate all of these dogs and chickens wandering around in Tser pool. SOmetimes I just want to cleave every one of them.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: HellsPanda on July 10, 2011, 12:37:32 PM
Any possibility of adding more clan individuality to the varied visiting camps? Flavour text makes it interesting, maybe even with some unique NPC offering some minor play thing only if the right Clan is visiting?
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Elfric on July 10, 2011, 12:41:20 PM
Any possibility of adding more clan individuality to the varied visiting camps? Flavour text makes it interesting, maybe even with some unique NPC offering some minor play thing only if the right Clan is visiting?

Maybe even what plenty of clans do, each clan having a color pallete to work from to ID them by cloths.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Dhark on July 10, 2011, 10:03:19 PM
I'd like to see a old man selling ale/cider/moonshine from a jug & a sausey vistani dancer we can throw coins at !...oh & Cher singing "Gypsies , tramps & thieves"
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: WildPirate13 on July 27, 2011, 11:45:55 AM
The RP hub I have noticed has not been as active as I would have hoped but maybe its due to the time zones I play in usually. I still notice the majority of rp is happening in the outskirts of Barovia and I do enjoy the mist camp. If the server population would consider moving to the new hub things are more accessible but some things could be improved in both hubs. I think the idea is to have a lowbie hub and a higher level hub. Low level could also move to this hub and to be honest outlanders should move to it as soon as possible, Barovia is not welcoming in many cases.

Things I think that would make things better for many involved and I know have been mentioned are...

 :arrow: Costly transit from the outskirts to the mist camp. This also would help lowbies have more access to the higher end items that are sold in the mist camp and encourage more party grouping. It would also help with the gold sink issue for some.

 :arrow: Blacksmiths... well they have it hard in that area. I do not know of a single vein of ore and coal close to each other.. in Barovia or the port.. I have a great distance to travel to get ore and thats annoying in many ways. My character has a high ocr in addition that causes issues with storage. There is also no silver present I believe. The Dwarven city is the place to be to be a smith...  and that has a heavy draw for many crafters that want to rp and smith.

 :arrow: Healing.. I think someone mentioned before how the Healer cannot raise the dead in the mist camp..

 :arrow: Herbalist in the port or the mist camp. The closest area is Barovia village, which is not that bad but its just a suggestion.

I like the changes to the mist camp giving more room to rp etc. :)


The outskirts as a hub...

I was thinking of the morning lord temple and was reading another post.. about NPC's. The temple could have an extension.. perhaps allowing a more common area and the chapel area?

This would still ensure the temple gave shelter at night and would separate the worshippers from the mercenaries, merchants and hooligans for the most part.  I would like the entrance to the morning lord crypt to lead to the extension not the chapel area. This would seperate liz from the random monsters that come from the lower crypts and help retain chapel rp by reducing interruptions by random running pcs from the crypt.

Just some thoughts.

The mist camp has some very nice features.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Elfric on July 27, 2011, 11:59:04 AM

 :arrow: Herbalist in the port or the mist camp.

Turns out, i found the herbalist in Port-a-Lucine. It's the ktichen in the main Hala hospice, next to the slum trans that leads to the docks. Which leads to the grand bazaar.

People have brought up group renting for housing, and the like. Most support the idea being in Port-a-Lucine, i say those lands need to be extended more. Offering much as Barovia does, but at a higher level. Exactly as the bounties for Port are it's high leve attraction, so should the land surrounding the city. Forest, farmlands, and lakes. All with a nice road to travel, and wild game.  Even a few port NPC estates, like the Jalabert's for RP events.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Seniies on April 06, 2012, 04:11:55 AM
Make the mist camp always dark and night time.
Toss a copy of the abandoned inn near midway off to the right side making the camp a little larger as if the vistani choose to set up near it.
zone outs some were in the camp other then having to use the caravan.
storage dosnt make much rp since but people do love storage areas more so if at a hub
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Miuo on April 06, 2012, 08:34:26 AM
Idk if i could ever see the mists as a hub, it feels more like a stop to go else where. With no private rooms, storage, tavern or bar or areas to craft. Seems like just a rest stop.
Title: Re: Suggestions and comments on the Mist Camp serving as a high level hub
Post by: Blackthorn51 on April 06, 2012, 02:30:16 PM

Turns out, i found the herbalist in Port-a-Lucine. It's the ktichen in the main Hala hospice, next to the slum trans that leads to the docks. Which leads to the grand bazaar.

People have brought up group renting for housing, and the like. Most support the idea being in Port-a-Lucine, i say those lands need to be extended more. Offering much as Barovia does, but at a higher level. Exactly as the bounties for Port are it's high leve attraction, so should the land surrounding the city. Forest, farmlands, and lakes. All with a nice road to travel, and wild game.  Even a few port NPC estates, like the Jalabert's for RP events.

I think this would go a long way.  Expand on the areas outside of port for high levels.  Perhaps a couple of dungeons out there.  As it is, the only things to do in Port are Street Bounties, Sewer "Dungeons" and Blaustine Reavers.  I think Port could stand for some countryside surrounding it (perhaps more areas extending beyond the University.  Herbs too.  The surrounding area's would be great for Crafters to do their herbalism....

As it stands...  Yes, there is an herbalist building.  But this building is in the middle of a giant city that doesnt have a single plant or herb in it.  None are available in the Sewers.  None in the streets.  None in the roads near the university.  I personally don't craft herbalisim but I do see how implimentations such as these would be benneficial.   Or!  Perhaps an NPC in port that sells herbs...  That would at least provide a reason for there to even be an herbalism culdron to begin with