Off topic but i am so sorry about you duergar diving onto those two sword spiders to save me haha
So.. literally half the server (not even exagerating) is constantly swarming one spot, the Morninglord church and crypts below.
And the response is to encourage it by giving them blessings to make it easier to farm and increase the rewards?
Sorry, but that just doesn't make any sense to me, whatsoever.
Adding the divining pool to the Morninglord church was not about helping people clear that place, but actually to allow low levels explore a much wider range of areas (like the monastery in the southern forests or the sullen woods) that otherwise is of limits to non-casters.
That is all somewhat off topic though. I appreciate the feedback on the changes and will tweak it accordingly. One aspect worth noting though is that the spawning depends on how fast you move in, so not running for the things in the final, large room saves you from having it all coming at you at once. I'll emphasise that a bit more too.
I personally applaud the Divining Pool that was implimented, having now played a none caster or two I can understand the frustration that such classes have in.. Oh I don't know, being able to damage anything on the server. Sorry Minks and Rats don't count :P So yeah, hope the divning pool stays ;)
Actually i do not like the divining pool idea.
RP-wise would have been a better solution hand out a number of holy vials for the NCW morninglordians, so they could offer them to those that go down, basicly the effect is the same like with the divineing pool, just there is RP in obtaining them:)
Also if no char is online, a DM can posesses Liz or other Ml-ers to hand out such vials as well:)
It is just my idea, i find this would have been a bit more helping, then having a permanent boost...:)
Second, there are vast difference between designing a PnP dungeon and one for a PW as ours. Our dungeons have to be designed so that the challenge can endure being revisited at later and still be equally interesting. The classic pre-scripted puzzles won't work quite as well here. It can be overcome, but as I've mentioned in another topic, it is time consuming.
But also, finally and as Crimson suggests, it is subjective. Only if we all admit that can we engage in constructive dialogue. I've too often witnessed people so convinced by the brilliance of their design ideas that they loose sight of how frustrating they are to the players or how little they actually work for creating an enduringly interesting experience.
Spoken differently, it's very easy to have opinions about what's wrong and what would be better, but it's much less simple to make something that actually works. The 99% empty NWN servers is an attestation to this aspect. We should all have some humility toward that. It's not as forward as you might think.
Deeper you go harder it gets mpc can hunt there below without going trough the ml temple they can haunt things kill things etc. If anything you could see it as a place for other then low lvls
In two days there will be something more to fear in those crypts. You have been warned.
In two days there will be something more to fear in those crypts. You have been warned.
Yes, because people didn't have any intrigueing reasons to go down there yet.
Do reward them with yet another potential for an event or such, which might not even be appreciated fully, depending on the group you bump into.
I'd say promote a different area instead for a change, if you can. I know it can be tough to find RP (especially if we are talking about MPCs), but it can also be worthwhile to look elsewhere.
Well and if an AMPC would have set up two electric traps (average) and slaughter everyone with them, or cast grease while folks were fighting the hordes of undead, they would feel griefed, because they could not farm, they lost their items and gold. Sorry to say this but for some this would be the case.
Because it gets ridiculuous that guy divine pools, goes down gets hurt runs back, gets healed and infinite loop...Also works with large number of folks.
Not to mention it breaks immersion, negates fear. Even worse is when someone gets raised and HEADS DOWN IMMIDEATLY TO NOT be left out from the XP GAIN!
Because sorry to say this and the loot is what drives most folks down there.
I am sorry as well, to sound a bit harsh and grumpy, but lately i seen so many things that break the setting atmosphere and immersion...that it upsets me a bit.
What is this topic even about at this point?
It occurs to me that we are once again at the same talk about how all the other guys are doing it wrong, right?
What is this topic even about at this point?
It occurs to me that we are once again at the same talk about how all the other guys are doing it wrong, right?
Only if we all admit that can we engage in constructive dialogue. I've too often witnessed people so convinced by the brilliance of their design ideas that they loose sight of how frustrating they are to the players or how little they actually work for creating an endearingly interesting experience.
Indeed, but when I criticise I do try to make an alternative suggestion at the same time. Something many posters don't do, they are quick to point out a negative aspect but then never offer any other method. I do hope that my posts are actually read, cause frankly most times I get the impression most just gloss over them. Which is a shame cause its not like I spend under five minutes thinking about them. In reality it ussualy takes a long time to make a post cause I am thinking the issue through or at least trying to at all angles.
At the end of the day, I do hope that I am actually making a constructive effort.
Lowering the strength of what's spawned was a large part of the more recent updates, but as mentioned, the place is currently at a constant relatively high spawn. I'm unable to log on at the moment to go lower the relative strength, but you could ask a DM if you find one online. I believe the population controller is called val_cata_undead
There are 3 such dungeons ml temple ..... and zeklos the third you will have to find wich has a great deal of loot
And I gave a reason that its not all that bad
There are tons of areas that could use more visitors but that's how it is
Trolling means joking I am not making a joke here now am I
If you fail to see what I am saying then I am saying it wrong or you lack the insight.What you just said here is a form of trolling, by basically suggesting that someone lacks insight because they disagree with you. Trolling means using logical fallacies to provoke hostile reaction.
Il try it again ok ?
Dutchy before you further derail the topic, please read what i have posted. I brought up ONE example, to compare it to the morninglordian crypts to make a point, nothing more and nothing less, i choose the zeklos crypts because i felt like it.
I have said that yes there are other places that do need love, and need to get with the ml crypts in pair...
I have brought up the Zeklos as one example, nothing more and less, i compared creatures, challenge, reward, xp, loot.
So yes what Tom says is true you were just trolling, and trying to derail a topic, if you did not know or realise what my aim was with my post, i am sorry, next time ask, and I shall tell it to you. Or try to rephrase it.
To give insight about what i am meaning, i could name you just as well 3-5 other dungeons easily that need the love too.
But the meaning of my post was to show how ridiculously rewarding the ML crypts is, comparing it with just one of these other dungeons. (rewarding till quite a decent level, for which it was not intended!)
Off topic but i am so sorry about you duergar diving onto those two sword spiders to save me haha
Off topic but i am so sorry about you duergar diving onto those two sword spiders to save me haha
That would have been me. I still chuckle remembering that. My Duergar, on the other hand, will happily lop off your head IC next time he sees you. Or at least try. No hard feelings. ;)
On topic: I just went down to the bottom of the crypts with a large party, on my lvl 4 Duergar. It was a breeze and measly xp because there were only archers and priests, up to the very end. No warriors, knights, or huecevas in sight. So either there was a low spawn, or the spawning strength was lowered by a DM or such. If it -was- a strength change, please keep it that way. It's a much more consistent difficulty for low levels. Case in point: Kilvin's never going to bother going down to the bottom again, unless RP drags him on a rescue mission.
I was in there last night and just...wow. Everything was normal until the new areas were hit. The actual enemies themselves weren't anything ridiculously high but the sheer amount was staggering. I counted no less than thirty enemies in the final room. Majority of which were archers. The spawns themselves are fine, bu the numbers really need to be nerfed. Badly.
I was in there last night and just...wow. Everything was normal until the new areas were hit. The actual enemies themselves weren't anything ridiculously high but the sheer amount was staggering. I counted no less than thirty enemies in the final room. Majority of which were archers. The spawns themselves are fine, bu the numbers really need to be nerfed. Badly.
Agreed, the amount of enemies is somewhat on the extremely high side. While it does provide an epic fight, it also makes the fight hard to coordinate and is a nightmare if you have lower level characters with you.
I was in there last night and just...wow. Everything was normal until the new areas were hit. The actual enemies themselves weren't anything ridiculously high but the sheer amount was staggering. I counted no less than thirty enemies in the final room. Majority of which were archers. The spawns themselves are fine, bu the numbers really need to be nerfed. Badly.
Agreed, the amount of enemies is somewhat on the extremely high side. While it does provide an epic fight, it also makes the fight hard to coordinate and is a nightmare if you have lower level characters with you.
A "nightmare"?! Well, that does sound like gothic horror to me ;)
Sometimes, meeting a swarm is an element of horror, but I agree that too many critters can make things feel more repetitive than they are horrifying though. The reason you still see it (both here and in most games) is that it's hard to make every battle so prolonged and interesting as you can in PnP - especially when it comes to dungeons that you have to visit over and over. If there is just one big bad monster at the end, people will soon just run through the place and go straight to the kill - and clearing a dungeon would take 2 minutes.
The difficult part is perhaps to balance it so that people are fighting squads of mid levels, instead of one big bad, or a horde of hungry midgets with albionism.I've found a fun little test to see if there are simply too many swarms in a single location. If the following happens I make a note of it and semd it to the dev team for analysis:
Swarms aren't inherently an issue though.They certainly are not a technical issue, they work as intended.
Was just down thre, likely on low spawn but i am pretty sure it is working so far, maybe a total of 20 enemies. Risen bones 12, warriors 4, archers rest.
Was just down thre, likely on low spawn but i am pretty sure it is working so far, maybe a total of 20 enemies. Risen bones 12, warriors 4, archers rest.
Try it when it's full of knights, Huecuvas, and a handful of Skeletal Lords.
You know what the real problem with the lowest level of the crypts is? It isn't the spawn, it's the locations that the knights come from. The majority of the skeletons come from the main room, so the tank tends to take up a defensive position there. But then other skeletons spawn in two or three locations behind the tank and that means that everyone in the group tends to get slaughtered, because the tank can't leave his spot at the doorway. And it's not as simple as putting a tank in the back, because the ones from behind pop up simultaneously, which means you need two or three tanky people in the back. And that's not generally viable for newbies.