Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: Soren / Zarathustra217 on June 01, 2015, 05:28:38 AM

Title: Your overall preferences for the development of POTM
Post by: Soren / Zarathustra217 on June 01, 2015, 05:28:38 AM
Dear fellow Prisoners of the Mist,

As you know, the server is made through voluntary effort alone, and as such, our priorities will always ultimately be determined by where we find our passions and inspiration. Nonetheless, we still also want to provide content that gives you the best conditions for roleplay and overall experience - for that constitutes a major part of our passion for this project too.

So to make sure we are somewhat in sync on this, I've made this very generic poll to give us a clue on where the demand is greatest. It is not something we will consider ourselves obliged to follow, but we do want to know your thoughts on this, if nothing else then to inspire our future development, and to prevent we dedicate ourselves on things due to misunderstood needs.

If you feel any options are missing, feel free to post below and we'll consider whether to include them.

Thanks!
Title: Re: Your overall preferences for the development of POTM
Post by: A normal snake on June 01, 2015, 10:30:00 AM
Hmm, how about adding more MPC types or adding more features for MPCs to use?

Edit: Wow, 40 votes already. It's probably too late to add another option.
Title: Re: Your overall preferences for the development of POTM
Post by: Iluvatar / Madness on June 01, 2015, 10:56:25 AM
Hmm, how about adding more MPC types or adding more features for MPCs to use?

Edit: Wow, 40 votes already. It's probably too late to add another option.

Add it anyway, I think adding more MPC type would be nice   :mrgreen:
Title: Re: Your overall preferences for the development of POTM
Post by: ladylena on June 01, 2015, 11:06:49 AM
It really would. Were bat would be fun, so many that could be amazing, like Hag! Make a prerequisit that they must be a Halan who falls and becomes a hag.
Title: Re: Your overall preferences for the development of POTM
Post by: Soren / Zarathustra217 on June 01, 2015, 11:21:51 AM
The idea of the poll is actually to have it on-going so that we add options as we go and people change their votes over time (perhaps we'll occasionally reset the poll though to clear out old votes).

Adding the MPC option!
Title: Re: Your overall preferences for the development of POTM
Post by: Troukk on June 01, 2015, 11:29:42 AM
Lich would be a fantastic MPC addition.
Title: Re: Your overall preferences for the development of POTM
Post by: TornFear on June 01, 2015, 11:32:07 AM
Been itching for vassalich for aaaages!  Give me monsters or give me death!
Title: Re: Your overall preferences for the development of POTM
Post by: Miuo on June 01, 2015, 11:50:59 AM
Would prefer more custom content, given that alot of it is easily and already available on thanks to the nwn community. The past updates have only ever really added a few small options here and there. Leaving alot of the content to feel very dated. If help is needed i recently learned how to resize things, so i could help with resizing head options to allow a much diverse selection across all races. From existing heads as well as new heads. Can do so with some other body parts as well, i know there are some monstrous hands out there that i could play with some as well for the Caliban chars?

May be nice for the calibans as well to have actual normalish looking heads, specially for the Orc pheno who are supposed to be humanish in appearence still.
Title: Re: Your overall preferences for the development of POTM
Post by: The Prophet of Misinformation on June 01, 2015, 12:18:55 PM
Lich would be a fantastic MPC addition.

This has been discussed to death by us, trust me. The Lich template, while awesome, is simply too powerful to be implemented without individual power leaning toward the absurd.

Conversely, limiting the power of the template would be a great disservice to the Lich. They're better left to NPC status. That said, if you're looking for Liches.. there's plenty in Sithicus.
Title: Re: Your overall preferences for the development of POTM
Post by: Syl on June 01, 2015, 12:36:10 PM
I personally look forward to more crafts. while I am not the biggest fan on crafting since i have done all of them... More could always be done to improve or add to it. Like i would enjoy seeing a jewel crafting system ( grant it now that i think about it there are to many things that could go wrong with it.) So i'll stick with my simple request of just expanding what all is there.. 

SMithing: There is a forge for Cold forging... I want to be able to use that!... I would love to see actual use for platnium other then just dead weight to sell to the warehouse in Valiki.. ( I mean... why is he buying them what possible use does Valiki have for platnium!?!) I mean you could smelt it down and coat armor/weapon with it to make them immune to corrosion but adds more weight to the armor/weapon ( just using imagination on this) And if you wish to limit that you could make it so only say Dwarven folk are the only ones able to do such, making a dwarven smith Valueable.

Tailoring: The possibility of making your own cloak  would be cool as well, or hood.

making more things enchantable or updating the enchanting system. People already know Silver guilded weapons are relativly pointless to enchant since all it does is increase cost with basically the same as normal steel.  Grant it i'm half curious to see what other metals do enchanted. ( * debats digging out old toon*)

and there are some creatures that don't even drop skins or hides that could be useful like basalisk and gorgons.  those fire salamanders and fire snakes. Bristle backs only give medium leather which makes no sense for what kind of creature it is.

Just my thoughts on things that could be added to crafting
Title: Re: Your overall preferences for the development of POTM
Post by: Jeebs on June 01, 2015, 03:48:11 PM
I don't think it really falls into RP/Non-Combat Areas, but I would love to see a few wilderness areas added to Barovia to link the northern shore of Lake Zarovich to the road to VoB, and maybe some way to get into the Svalich Woods or the areas beyond VoB without going through it would be great as well.
Title: Re: Your overall preferences for the development of POTM
Post by: NWN_lovableweremink on June 01, 2015, 04:16:18 PM
I voted 1st for crafting- jewelry, cloaks, belts, gloves, gauntlets. Please add these! Also, cold steel, copper gilding- because some fey are just asking for it- also remove the redundancy in many of the leather-abilities.

2nd, for more dungeons, I wish that there had been more specific choices, I vote for more dungeons for the level 8-15 range. Perhaps a basement in the new manors of Port, Hazlan could do with atleast another 4 or 5 new dungeons.

3rd. I voted for the upgrade to all existing dungeons. Herbs nodes being the most important part of that. As I have posted in another thread, the first 3 levels of the Morninglord crypts in the outskirts contains up to 30 nodes at full spawn. All other crypts contain 4-10 nodes for the entire dungeon. Second, can the min spawn setting please be bumped up- there are times at low spawn rates the things inside give no XP for the level appropriate character that goes through it.
Title: Re: Your overall preferences for the development of POTM
Post by: Syl on June 01, 2015, 04:23:43 PM
If i could vote a fourth i would also vote for more MPC races.. there are more out there and they can be fun to play. ( not asking for anything OP like a lich) but who wouldn't want to play as a hag or a darkling? or um.. ( * tries to think of something monstorus* Ogre maybe?
Title: Re: Your overall preferences for the development of POTM
Post by: NWN_lovableweremink on June 01, 2015, 05:02:36 PM
Just a heads up for those that do not build in NWN, adding clothing, heads and the like is done with a hak- it is a very easy thing to do, because you add the hak, and it is in. With the current adjust the look of clothing rest menu system- any new clothing will show up with it. The same for heads, although it will only be the head changers where this is done. Voting for this option is a cop out- most of the content is out there now, and once added (a 3 minute process) is in game. The point is, additional hak content is easy to add, take very little time, and doesn't really qualify as development. Also most of the existing non CEP clothing haks are already CEP friendly- meaning there is little change that needs to happen to the hak itself.
Title: Re: Your overall preferences for the development of POTM
Post by: Soren / Zarathustra217 on June 01, 2015, 05:12:39 PM
Just a heads up for those that do not build in NWN, adding clothing, heads and the like is done with a hak- it is a very easy thing to do, because you add the hak, and it is in. With the current adjust the look of clothing rest menu system- any new clothing will show up with it. The same for heads, although it will only be the head changers where this is done. Voting for this option is a cop out- most of the content is out there now, and once added (a 3 minute process) is in game. The point is, additional hak content is easy to add, take very little time, and doesn't really qualify as development. Also most of the existing non CEP clothing haks are already CEP friendly- meaning there is little change that needs to happen to the hak itself.

Actually it's not quite that forward as by now we often have to rename things, not to mention test the actual quality in game. But it's definitely something we are hoping to add more of soon (have a hak update coming up over the summer, hopefully).
Title: Re: Your overall preferences for the development of POTM
Post by: A normal snake on June 01, 2015, 06:21:05 PM
If i could vote a fourth i would also vote for more MPC races.. there are more out there and they can be fun to play. ( not asking for anything OP like a lich) but who wouldn't want to play as a hag or a darkling? or um.. ( * tries to think of something monstorus* Ogre maybe?

Yeah, personally I'd like to see more MPC types that would work well with evil casters. I'd love some sort of skeletal undead, I've always been partial to them.

I've been trying to think of a way to do monstrous characters other than undead or lycanthropes. One thing that might be cool is some sort of demon/devil or draconic thing available to tieflings and RDDs who make evil pacts to bring out the monster in their blood.

Edit: Oh cool, it was added as an option! Thanks Soren, changed my votes around a bit. Wheeeee.
Title: Re: Your overall preferences for the development of POTM
Post by: Miuo on June 01, 2015, 06:36:14 PM
Would be nice to get the heads iv been using as a overide in finally, so i can stop having to override and try to get people to download such :3
Title: Re: Your overall preferences for the development of POTM
Post by: Tycat on June 01, 2015, 06:47:36 PM
Would be nice to get the heads iv been using as a overide in finally, so i can stop having to override and try to get people to download such :3

this. Because I like it when we can all see the same thing.
Title: Re: Your overall preferences for the development of POTM
Post by: A normal snake on June 01, 2015, 06:59:21 PM
Lich would be a fantastic MPC addition.

This has been discussed to death by us, trust me. The Lich template, while awesome, is simply too powerful to be implemented without individual power leaning toward the absurd.

Conversely, limiting the power of the template would be a great disservice to the Lich. They're better left to NPC status. That said, if you're looking for Liches.. there's plenty in Sithicus.

Why not do some sort of lesser lich for the sake of gameplay? A caster who isn't quite powerful enough to give themself the full capacity of powers, but, managed to store their soul in a phylactery? As a monster they could be about trying to find knowledge and pushing their transformation. It would fit in with the setting because the failure in becoming a full lich would become drive to keep being evil, a person's own desires becomes their damnation.
Title: Re: Your overall preferences for the development of POTM
Post by: Miuo on June 01, 2015, 07:14:32 PM
Would be nice to get the heads iv been using as a overide in finally, so i can stop having to override and try to get people to download such :3

this. Because I like it when we can all see the same thing.

Same, i dislike needing to use such. But the one head i suggested foreeeeeeeeeeeeeeeeeeeeeeeeeeeeever ago had the approval of the maker for it to be used here but it never got added :( Pushed for it hard to :( Was a really nice elf option.

Also i like Ophis suggestion. Instead of being insta completed lich its more about their start and them gathering the knowledge and power to become a full lich.
Title: Re: Your overall preferences for the development of POTM
Post by: herkles on June 01, 2015, 07:24:11 PM
if there was to be a monster, I would adore being able to play a hag or a fey like monster :D
Title: Re: Your overall preferences for the development of POTM
Post by: Miuo on June 01, 2015, 07:31:27 PM
My new monster of choice would totally be a Hag though, given there nature they are uniquely qualified for the setting :o! And would give followers of Hala to activly fight againt in a more dynamic way.

Also wouldn't mind Hag spawn becoming a racial option as well :o
Title: Re: Your overall preferences for the development of POTM
Post by: Troukk on June 01, 2015, 08:11:11 PM
Lich would be a fantastic MPC addition.

This has been discussed to death by us, trust me. The Lich template, while awesome, is simply too powerful to be implemented without individual power leaning toward the absurd.

Conversely, limiting the power of the template would be a great disservice to the Lich. They're better left to NPC status. That said, if you're looking for Liches.. there's plenty in Sithicus.

Why not do some sort of lesser lich for the sake of gameplay? A caster who isn't quite powerful enough to give themself the full capacity of powers, but, managed to store their soul in a phylactery? As a monster they could be about trying to find knowledge and pushing their transformation. It would fit in with the setting because the failure in becoming a full lich would become drive to keep being evil, a person's own desires becomes their damnation.

I like how you're thinking! And don't need to make becoming a full lich impossible, just make it unplayable as a PC. Much like becoming Darklord, the PC would become an NPC the DM team can have fun with.
Title: Re: Your overall preferences for the development of POTM
Post by: puckwolf on June 01, 2015, 08:25:58 PM
I would love to see a way to move a subdued individual, much like picking up a corpse.  This way players wouldn't have to resort to killing in order to kidnap another character.

I imagine there would need to be a save made every now and then for regaining consciousness where upon the body would be dropped and the fallen character given the opportunity to return.  I'm not sure if this is something possible to script.
Title: Re: Your overall preferences for the development of POTM
Post by: Jalthex on June 01, 2015, 08:42:49 PM
I would love to see a way to move a subdued individual, much like picking up a corpse.  This way players wouldn't have to resort to killing in order to kidnap another character.

I imagine there would need to be a save made every now and then for regaining consciousness where upon the body would be dropped and the fallen character given the opportunity to return.  I'm not sure if this is something possible to script.


This idea is my favorite that has been brought up here because it could give so much empowerment to this kind of roleplay.
Title: Re: Your overall preferences for the development of POTM
Post by: Nightmare on June 01, 2015, 08:51:55 PM
Quote
Quote
Lich would be a fantastic MPC addition.

This has been discussed to death by us, trust me. The Lich template, while awesome, is simply too powerful to be implemented without individual power leaning toward the absurd.

Conversely, limiting the power of the template would be a great disservice to the Lich. They're better left to NPC status. That said, if you're looking for Liches.. there's plenty in Sithicus.

I have and never will understand this mentality. Arcane casters already get shadow shield which gives the +5 Natural AC, and the base AC bonus could easily be dropped to +3 making it base level barkskin, Mind Blank and other spells that make them immune to mind-affecting as well.  Our ghouls wights and vampires have touch attacks that do special abilities, ALL of our MPC's get relatively huge stat gains compared to the Liches measly +2 to all mental, and the Elemental Immunities can easily be dropped to regular DR without being a massive nerf. Physical DR isn't that threatening either, at what I would assume would be 15/+1(2?). Our Mummies/Vampires already get Phylacteries/Coffins that allow them to respawn. The only disservice being done to the Lich is the belief that, somehow, it's bonuses and stats are what makes it such a frightening creature, not the fact that it is quite nearly immortal, and no matter how powerful the hero is, the Lich can plan and wait. The Lich is the fiend that chooses its battles. You don't hunt it, it hunts YOU.
Title: Re: Your overall preferences for the development of POTM
Post by: A normal snake on June 01, 2015, 08:57:24 PM
And even then, if the stats are an issue, that's where a lesser lich could come in. We've already got a lot of homebrew stuff on the server, I don't think making a monster type for the sake of player balance would be upsetting.
Title: Re: Your overall preferences for the development of POTM
Post by: Ophie Kitty on June 01, 2015, 09:11:23 PM
Quote
Quote
Lich would be a fantastic MPC addition.

This has been discussed to death by us, trust me. The Lich template, while awesome, is simply too powerful to be implemented without individual power leaning toward the absurd.

Conversely, limiting the power of the template would be a great disservice to the Lich. They're better left to NPC status. That said, if you're looking for Liches.. there's plenty in Sithicus.

I have and never will understand this mentality. Arcane casters already get shadow shield which gives the +5 Natural AC, and the base AC bonus could easily be dropped to +3 making it base level barkskin, Mind Blank and other spells that make them immune to mind-affecting as well.  Our ghouls wights and vampires have touch attacks that do special abilities, ALL of our MPC's get relatively huge stat gains compared to the Liches measly +2 to all mental, and the Elemental Immunities can easily be dropped to regular DR without being a massive nerf. Physical DR isn't that threatening either, at what I would assume would be 15/+1(2?). Our Mummies/Vampires already get Phylacteries/Coffins that allow them to respawn. The only disservice being done to the Lich is the belief that, somehow, it's bonuses and stats are what makes it such a frightening creature, not the fact that it is quite nearly immortal, and no matter how powerful the hero is, the Lich can plan and wait. The Lich is the fiend that chooses its battles. You don't hunt it, it hunts YOU.

Yeah, Lich seems like such an unneeded and OP template. The biggest thing that hurts arcanist undead at the moment is the unsupported d12 Undead Hit Die.
Title: Re: Your overall preferences for the development of POTM
Post by: Feronius on June 02, 2015, 06:29:17 AM
Lich would be a fantastic MPC addition.

This has been discussed to death by us, trust me. The Lich template, while awesome, is simply too powerful to be implemented without individual power leaning toward the absurd.

Conversely, limiting the power of the template would be a great disservice to the Lich. They're better left to NPC status. That said, if you're looking for Liches.. there's plenty in Sithicus.

Why not do some sort of lesser lich for the sake of gameplay? A caster who isn't quite powerful enough to give themself the full capacity of powers, but, managed to store their soul in a phylactery? As a monster they could be about trying to find knowledge and pushing their transformation. It would fit in with the setting because the failure in becoming a full lich would become drive to keep being evil, a person's own desires becomes their damnation.

Would this not simply be an MPC version of a Pale Master? The Pale Master class is severely underpowered, so this would not necessarily be a bad thing, just saying.

Anyhow, I think we should take discussions about potential new MPC roles to a different thread so this one can focus on the poll options. It's a fun topic though.
Title: Re: Your overall preferences for the development of POTM
Post by: The Prophet of Misinformation on June 02, 2015, 09:40:13 AM
Quote
Quote
Lich would be a fantastic MPC addition.

This has been discussed to death by us, trust me. The Lich template, while awesome, is simply too powerful to be implemented without individual power leaning toward the absurd.

Conversely, limiting the power of the template would be a great disservice to the Lich. They're better left to NPC status. That said, if you're looking for Liches.. there's plenty in Sithicus.

I have and never will understand this mentality. Arcane casters already get shadow shield which gives the +5 Natural AC, and the base AC bonus could easily be dropped to +3 making it base level barkskin, Mind Blank and other spells that make them immune to mind-affecting as well.  Our ghouls wights and vampires have touch attacks that do special abilities, ALL of our MPC's get relatively huge stat gains compared to the Liches measly +2 to all mental, and the Elemental Immunities can easily be dropped to regular DR without being a massive nerf. Physical DR isn't that threatening either, at what I would assume would be 15/+1(2?). Our Mummies/Vampires already get Phylacteries/Coffins that allow them to respawn. The only disservice being done to the Lich is the belief that, somehow, it's bonuses and stats are what makes it such a frightening creature, not the fact that it is quite nearly immortal, and no matter how powerful the hero is, the Lich can plan and wait. The Lich is the fiend that chooses its battles. You don't hunt it, it hunts YOU.

I take it you're not familiar with Ravenloft's variation of the Lich. They're gifted with monstrously powerful abilities such as the capacity to automatically dominate lesser undead within literal miles of their presence. The others just get more ridiculous. Elketh is barely qualifies as such a thing and he rules over a demireality propagated by his own madness (and a healthy dose of dark powers). There's no way to do Liches justice for players. They're forces of nature and I've personally little desire to see them reduced from that status.
Title: Re: Your overall preferences for the development of POTM
Post by: A normal snake on June 02, 2015, 10:09:46 AM
So you're the reason why we can't have fun things!

How about this then: BONE MAGE. It's a caster who makes a phylactery but doesn't succeed in becoming a full lich, thereby avoiding the L word entirely.
Title: Re: Your overall preferences for the development of POTM
Post by: Troukk on June 02, 2015, 10:12:11 AM
I take it you're not familiar with Ravenloft's variation of the Lich. They're gifted with monstrously powerful abilities such as the capacity to automatically dominate lesser undead within literal miles of their presence. The others just get more ridiculous. Elketh is barely qualifies as such a thing and he rules over a demireality propagated by his own madness (and a healthy dose of dark powers). There's no way to do Liches justice for players. They're forces of nature and I've personally little desire to see them reduced from that status.

You're absolutely right, Prophet.

But think for a moment about what Ophis said. Becoming a Lich is much more about the journey than about the outcome. The MPC template could be something like "Lich Aspirant" or something similar, a guy that has managed to place his soul in a phylactery, but still has a long way into becoming a full lich (I believe the Vampire Spawn template was used for years because the Dev team considered full Vampire was too strong, so it's sort of a similar case). And if the PC ever manages to reach that level, just closure him as a PC and let the DM team have fun with him as an NPC. I'm pretty sure the Lich's player would be honored to be retired like that.

EDIT: Bone Mage sounds even better. Let that guy try to become a lich. Retire him as an NPC if he manages to do it.
Title: Re: Your overall preferences for the development of POTM
Post by: A normal snake on June 02, 2015, 10:14:00 AM
It sounds like he's argued up and down that liches should be uber, so we should now argue for a new monster entirely that is similar in function to what we want out of it. The L word is the problem here, so let's not use the L word. BONE MAGE.
Title: Re: Your overall preferences for the development of POTM
Post by: Tycat on June 02, 2015, 10:18:47 AM
Is it too late to add the option of being able to delete your own characters?
Title: Re: Your overall preferences for the development of POTM
Post by: Arbfox on June 02, 2015, 10:26:30 AM
Is it too late to add the option of being able to delete your own characters?

For the love of Ezra, I need this.
Title: Re: Your overall preferences for the development of POTM
Post by: The Prophet of Misinformation on June 02, 2015, 10:27:08 AM
So you're the reason why we can't have fun things!

How about this then: BONE MAGE. It's a caster who makes a phylactery but doesn't succeed in becoming a full lich, thereby avoiding the L word entirely.

When I first joined the Dev Team, I argued relentlessly to get the Lich in. It's not going to happen. Ever. I'm not opposed to a powerful arcane spellcaster-oriented template but it'd have to make sense in context to Ravenloft.

The notion of a Half-Lich isn't a bad idea but that sort of thing exists (Vassallich) and they're kind of stupid. I'll bring up this point in discussion sometime in the future.
Title: Re: Your overall preferences for the development of POTM
Post by: EO on June 02, 2015, 10:40:50 AM
Quote
The notion of a Half-Lich isn't a bad idea but that sort of thing exists (Vassallich) and they're kind of stupid. I'll bring up this point in discussion sometime in the future.

I had started development on a vassalich template a long time ago but the problem is that for a vassalich to exist, a lich needs to hold its phylactery and when they die, they respawn there. We have about 1-2 liches in the module (one is an Alhoon, the other a failed lich); we might have one or two more now with Sithicus but it remains very NPC dependent. That was the main stumbling block to make a vassalich.

As for other templates, I've considered them all at one point or another. For hags, the problem is that most hag effects and what makes a hag terrifying can't be done by PCs (they can't have the hag lair or the effect hags have on nature in the surrounding area nor can they show the effects of aging of a hag). A darkling would be interesting but I'm not sure what they would really bring in terms of horror. Flesh golems may be possible now that we have Leto and can actually change a PC's race so that could be brought back to the table.
Title: Re: Your overall preferences for the development of POTM
Post by: ladylena on June 02, 2015, 01:12:57 PM
OMG a flesh golem?! Can we please have this as a MPC type? Pretty please? I will make you home made chocolates and all the desserts you can handle!
Title: Re: Your overall preferences for the development of POTM
Post by: Miuo on June 02, 2015, 01:23:47 PM
Would really love more MPC that can blend in :(

Almost all the MPCs visually make people hostile and there isnt always very much build up since you see a werewolf/ghoul/etc and your "Its evil! KILL IT WITH FIRE!". Vampires at least appear very normalish looking and can get in close with people before they ever start to know somethings up :o! Only suggested hag because there able to hide behind guises and such. Are there any other options that fit into the ECL 2 or what ever the limit is for monsterous chars, that appear human and have powers that can be easily replicated?
Title: Re: Your overall preferences for the development of POTM
Post by: EO on June 02, 2015, 01:51:07 PM
Would really love more MPC that can blend in :(

Almost all the MPCs visually make people hostile and there isnt always very much build up since you see a werewolf/ghoul/etc and your "Its evil! KILL IT WITH FIRE!". Vampires at least appear very normalish looking and can get in close with people before they ever start to know somethings up :o! Only suggested hag because there able to hide behind guises and such. Are there any other options that fit into the ECL 2 or what ever the limit is for monsterous chars, that appear human and have powers that can be easily replicated?

Well, there are but they'd need to fit the conditions of the MPC (ie: provide horror to the playerbase), which reduces the number of likely candidates. Dread Flesh Golems could work (a la Frankenstein's monster).

OMG a flesh golem?! Can we please have this as a MPC type? Pretty please? I will make you home made chocolates and all the desserts you can handle!

No promises; I've looked into it and talked a bit with Soren and it seems feasible but I need to give the template a closer look before confirming it.
Title: Re: Your overall preferences for the development of POTM
Post by: Syl on June 02, 2015, 02:26:33 PM
Is it too late to add the option of being able to delete your own characters?

For the love of Ezra, I need this.

I agree with this... i have so many mad that it gets crazy of the ones i no longer do or ones that were just for numbers.
Title: Re: Your overall preferences for the development of POTM
Post by: ladylena on June 02, 2015, 02:53:35 PM
No promises; I've looked into it and talked a bit with Soren and it seems feasible but I need to give the template a closer look before confirming it.

Ooh that would be so fun to play! I hope you can make it happen!
Title: Re: Your overall preferences for the development of POTM
Post by: Nightmare on June 02, 2015, 05:48:13 PM
Quote
Quote
Lich would be a fantastic MPC addition.

This has been discussed to death by us, trust me. The Lich template, while awesome, is simply too powerful to be implemented without individual power leaning toward the absurd.

Conversely, limiting the power of the template would be a great disservice to the Lich. They're better left to NPC status. That said, if you're looking for Liches.. there's plenty in Sithicus.

I have and never will understand this mentality. Arcane casters already get shadow shield which gives the +5 Natural AC, and the base AC bonus could easily be dropped to +3 making it base level barkskin, Mind Blank and other spells that make them immune to mind-affecting as well.  Our ghouls wights and vampires have touch attacks that do special abilities, ALL of our MPC's get relatively huge stat gains compared to the Liches measly +2 to all mental, and the Elemental Immunities can easily be dropped to regular DR without being a massive nerf. Physical DR isn't that threatening either, at what I would assume would be 15/+1(2?). Our Mummies/Vampires already get Phylacteries/Coffins that allow them to respawn. The only disservice being done to the Lich is the belief that, somehow, it's bonuses and stats are what makes it such a frightening creature, not the fact that it is quite nearly immortal, and no matter how powerful the hero is, the Lich can plan and wait. The Lich is the fiend that chooses its battles. You don't hunt it, it hunts YOU.

I take it you're not familiar with Ravenloft's variation of the Lich. They're gifted with monstrously powerful abilities such as the capacity to automatically dominate lesser undead within literal miles of their presence. The others just get more ridiculous. Elketh is barely qualifies as such a thing and he rules over a demireality propagated by his own madness (and a healthy dose of dark powers). There's no way to do Liches justice for players. They're forces of nature and I've personally little desire to see them reduced from that status.

I am aware of the Liches salient abilities and most of them require several CENTURIES of existence to fully manifest. You could easily say, since our Liches would be newly made, and having a time limit of 6 months anyway, would not have time to manifest or understand all of their newfound abilities. Mummies and Vampires also gain these salient abilities, and while we only have Vampire Spawns, we do have Mummies. I repeat, the disservice being done here is adhering too vehemently to the perceived level of power a Lich gains because of its ABILITIES. There is a very powerful argument for the roleplay value of the Lich simply from its existence as a nearly immortal caster.
Title: Re: Your overall preferences for the development of POTM
Post by: herkles on June 02, 2015, 10:15:52 PM
Quote
Quote
Lich would be a fantastic MPC addition.

This has been discussed to death by us, trust me. The Lich template, while awesome, is simply too powerful to be implemented without individual power leaning toward the absurd.

Conversely, limiting the power of the template would be a great disservice to the Lich. They're better left to NPC status. That said, if you're looking for Liches.. there's plenty in Sithicus.

I have and never will understand this mentality. Arcane casters already get shadow shield which gives the +5 Natural AC, and the base AC bonus could easily be dropped to +3 making it base level barkskin, Mind Blank and other spells that make them immune to mind-affecting as well.  Our ghouls wights and vampires have touch attacks that do special abilities, ALL of our MPC's get relatively huge stat gains compared to the Liches measly +2 to all mental, and the Elemental Immunities can easily be dropped to regular DR without being a massive nerf. Physical DR isn't that threatening either, at what I would assume would be 15/+1(2?). Our Mummies/Vampires already get Phylacteries/Coffins that allow them to respawn. The only disservice being done to the Lich is the belief that, somehow, it's bonuses and stats are what makes it such a frightening creature, not the fact that it is quite nearly immortal, and no matter how powerful the hero is, the Lich can plan and wait. The Lich is the fiend that chooses its battles. You don't hunt it, it hunts YOU.

I take it you're not familiar with Ravenloft's variation of the Lich. They're gifted with monstrously powerful abilities such as the capacity to automatically dominate lesser undead within literal miles of their presence. The others just get more ridiculous. Elketh is barely qualifies as such a thing and he rules over a demireality propagated by his own madness (and a healthy dose of dark powers). There's no way to do Liches justice for players. They're forces of nature and I've personally little desire to see them reduced from that status.

I am aware of the Liches salient abilities and most of them require several CENTURIES of existence to fully manifest. You could easily say, since our Liches would be newly made, and having a time limit of 6 months anyway, would not have time to manifest or understand all of their newfound abilities. Mummies and Vampires also gain these salient abilities, and while we only have Vampire Spawns, we do have Mummies. I repeat, the disservice being done here is adhering too vehemently to the perceived level of power a Lich gains because of its ABILITIES. There is a very powerful argument for the roleplay value of the Lich simply from its existence as a nearly immortal caster.

actually we have full vampires, and have had them for a good long time now.
Title: Re: Your overall preferences for the development of POTM
Post by: monsinyana on June 02, 2015, 10:48:39 PM
I would like to give a little more feedback on the 3 options I chose:

Adding more dungeons to explore.

I'm a big proponent of Dungeon themes being in 'mini-areas' of other domains or even some outside areas laid out like a maze (like wall ruins, etc)... or some dungeons moved to other 'domains'
An example: the sewers of Port could be the 'Richemulot' dungeon and go as deep as the crypt in the outskirts ML church. The 'Richemulot' surface could be one area of abandoned mansions and streets and canals that are deadly at night. And spawn an NPC ship captain to take PCs in and out of the domain during the day only

Another idea (for Darkon)
would be the abandoned Mansion interior where you place barricades (boarded window placeable) to keep out undead all night (Night of the Living Dead)
or for another idea look at the Battle of Hardhome in S05E08 of this week's Game of Thrones

etc. etc.
There are a few existing dungeons that could be moved to highlight the other domains.

There are a lot of 'overland travel' boards but if they are not somehow dynamic Devs might want to ask - what do these boards contribute to the overall setting or player experience? Use of these boards could work in conjunction with missions.
The items you get for caravans can hold scripts to dynamically generate random encounters (Brigands and such)

Braovia, Hazlan and Dementlieu could all have dynamic 'missions' added to them.


Another possibility is dynamically Spawned robbers could also drop 'notes' or items that open up other missions that are only available if you have the item (and said item would be destroyed on reset)

----------------------------------------------------------

Adding more systems/features to facilitate individual player-driven roleplay.

A majority of PCs never get any DM attention so this kind of stuff only helps enrich -everyone's- experience

- the two things on my wishlist would be:
1) Renaming items. (some servers also let you rename the description as well). Charging gold like its done to already change appearance is fair.
2) Placeable item models. More items having a placeable rather then a 'bag' is always enriching. Like Notes being a paper for instance. The priority being whatever is most common or would enrich the area being dressed. A way to drop or 'wipe away' bones, splotches, or wall Graffiti would be great too (anything horror related really)


--------------------------------------------------------

Adding more MPC variations

Ghost would be fairly easy to implement as an MPC I think?
Some ideas:
- Choosing to come back as a MPC Ghost gives you a chance to close out your character or come back for vengeance
- Choosing to come back as a MPC Ghost would be permanent. No being resurrected
- MPC Ghosts would be susceptible to Cleric's Turn Undead (and possibly destroy you)
- Sunrise would cause the MPC Ghost to automatically despawn
- 0 hitpoints would cause a MPC Ghost to automatically despawn. Respawning is only option*
- Negative Energy / level Drain attack would heal an MPC Ghosts hitpoints
- Positive Energy would cause an MPC to loose Hitpoints
- Magnitude (and abilities) could be based on your level when you died:
  *MPC Ghost can 'Return' with Respawn penalty (thus decreasing its magnitude)



so there are some of my thoughts. Just to put them out there. There is no need to respond to my post i already know the answer

EDIT (6/7): Sorry had a type-o. Had every magnitude for MPC Ghost listed as 1st. Changed to 1st -5th.
Title: Re: Your overall preferences for the development of POTM
Post by: The Prophet of Misinformation on June 02, 2015, 11:01:58 PM
Quote
Quote
Lich would be a fantastic MPC addition.

This has been discussed to death by us, trust me. The Lich template, while awesome, is simply too powerful to be implemented without individual power leaning toward the absurd.

Conversely, limiting the power of the template would be a great disservice to the Lich. They're better left to NPC status. That said, if you're looking for Liches.. there's plenty in Sithicus.

I have and never will understand this mentality. Arcane casters already get shadow shield which gives the +5 Natural AC, and the base AC bonus could easily be dropped to +3 making it base level barkskin, Mind Blank and other spells that make them immune to mind-affecting as well.  Our ghouls wights and vampires have touch attacks that do special abilities, ALL of our MPC's get relatively huge stat gains compared to the Liches measly +2 to all mental, and the Elemental Immunities can easily be dropped to regular DR without being a massive nerf. Physical DR isn't that threatening either, at what I would assume would be 15/+1(2?). Our Mummies/Vampires already get Phylacteries/Coffins that allow them to respawn. The only disservice being done to the Lich is the belief that, somehow, it's bonuses and stats are what makes it such a frightening creature, not the fact that it is quite nearly immortal, and no matter how powerful the hero is, the Lich can plan and wait. The Lich is the fiend that chooses its battles. You don't hunt it, it hunts YOU.

I take it you're not familiar with Ravenloft's variation of the Lich. They're gifted with monstrously powerful abilities such as the capacity to automatically dominate lesser undead within literal miles of their presence. The others just get more ridiculous. Elketh is barely qualifies as such a thing and he rules over a demireality propagated by his own madness (and a healthy dose of dark powers). There's no way to do Liches justice for players. They're forces of nature and I've personally little desire to see them reduced from that status.

I am aware of the Liches salient abilities and most of them require several CENTURIES of existence to fully manifest. You could easily say, since our Liches would be newly made, and having a time limit of 6 months anyway, would not have time to manifest or understand all of their newfound abilities. Mummies and Vampires also gain these salient abilities, and while we only have Vampire Spawns, we do have Mummies. I repeat, the disservice being done here is adhering too vehemently to the perceived level of power a Lich gains because of its ABILITIES. There is a very powerful argument for the roleplay value of the Lich simply from its existence as a nearly immortal caster.

Fair enough then inasmuch as the abilities. Such said, if we're stripping away the very the very abilities that honestly make a Lich, a Lich, by Ravenloft's standards, the hell is the point in having the Lich at all? Why not just make them an Undead mage? I can't conceive of the advantage of trapping every player in the metamorphic state of an aspirant Lich; stifling their creativity due to the need to impose an artificial constraint (not having manifested any powers) based upon convenience and not plot. If you really want to dig into the motivations of the Lich, Gary Gygax, prior to his death wrote an entire article on them in Slayer's Guide to Undead (which luckily I possess). The driving force behind their existence is a psychological (read: neurotic) compulsion to complete an unfinished task (for example, Azalin Rex was compelled into undeath, amongst other reasons, because his son being a dolt). There's no way to satisfactorily explore a complexity like this in a period of six months, even if the issue of mechanics could be settled. Liches are an entity which almost essentially dictates that they be controlled by a DM -- There's no way a PC can manage the role unless a DM's basically holding their hand 24/7 which is an absurd expectation. To be hindered by the limitations of being a PC is, like simply cutting out mechanics, doing a great disservice to the Lich and I'l be loathe to see it done.

Title: Re: Your overall preferences for the development of POTM
Post by: herkles on June 02, 2015, 11:37:13 PM
So aside from a lich, what other MPCs could we possible expect?
Title: Re: Your overall preferences for the development of POTM
Post by: Feronius on June 03, 2015, 06:21:01 AM
I'd like to see Werebats, although we do already have a wide selection of werecreatures to choose from.
Perhaps a sea or water related creature? That could be interesting for places like Port-a-Lucine or Vallaki.
Title: Re: Your overall preferences for the development of POTM
Post by: Theorem Of Neutrality on June 03, 2015, 07:32:35 AM
Revenant.

Death Knights.
Title: Re: Your overall preferences for the development of POTM
Post by: qwertyuioppp on June 03, 2015, 07:41:48 AM
Revenant.

Death Knights.
This is a fantastic idea, and I would jump at the chance to play one.

Maybe a new thread should be started just for MPC discussion?
Title: Re: Your overall preferences for the development of POTM
Post by: Syl on June 03, 2015, 11:46:24 AM
If i remember you can select werebats.... can even do werepanthers and crocs.. its just no one ever does them lol the list of MPCs you can play and are available ATM are listed... but come on who wants to play a werebat? they are the most laughable werecreature out there.
Title: Re: Your overall preferences for the development of POTM
Post by: Feronius on June 03, 2015, 01:04:26 PM
If i remember you can select werebats.... can even do werepanthers and crocs.. its just no one ever does them lol the list of MPCs you can play and are available ATM are listed... but come on who wants to play a werebat? they are the most laughable werecreature out there.

Werebear, Wereboar, Werejackal, Wereleopard, Wererat, Wereraven, Werewolf are your options for a werecreature MPC.
There have never been Werebats or Werecrocodiles, unless you stumbled into a DM. Vampires do have a bat form, of course.

I would suggest Geist, but they seem to be too similar to (or a variation of) a Wight. An incorporeal undead could be interesting though!
Title: Re: Your overall preferences for the development of POTM
Post by: --GlamRock-- on June 03, 2015, 01:07:25 PM
Playing a ghost as a form of closure would be nice.

However this topic is really not just about MPCs. I would rather definitely have more areas which are rewarding, in RP and XPs, without a real need of a DM (if not to "introduce" them the area and link it to the overall stories and setting).
Title: Re: Your overall preferences for the development of POTM
Post by: Miuo on June 03, 2015, 01:12:03 PM
Is Banshee possible? Nu sure about their ECL or powers.
Title: Re: Your overall preferences for the development of POTM
Post by: Tycat on June 03, 2015, 02:28:33 PM
Just wanted to say i've changed my votes around after a little more thought.
Title: Re: Your overall preferences for the development of POTM
Post by: noah25 on June 06, 2015, 12:14:48 AM
It may be on the list im not sure, but ive never seen an MPC mindflayer, that could be flat out terrifying.
Title: Re: Your overall preferences for the development of POTM
Post by: Alithym on June 06, 2015, 12:18:54 AM
It may be on the list im not sure, but ive never seen an MPC mindflayer, that could be flat out terrifying.

I have. Terrifying when controlled by Mac and Mephisto :D... also.. Kirtha'lax the alhoon is a Mindflayer Lich
Title: Re: Your overall preferences for the development of POTM
Post by: Syl on June 07, 2015, 09:37:05 AM
It may be on the list im not sure, but ive never seen an MPC mindflayer, that could be flat out terrifying.

I have. Terrifying when controlled by Mac and Mephisto :D... also.. Kirtha'lax the alhoon is a Mindflayer Lich

I thought that mindflayr vampire was just as scary!
Title: Re: Your overall preferences for the development of POTM
Post by: modderpunk on June 30, 2015, 09:37:39 AM
Maybe Red Widow as a AMPC?
Title: Re: Your overall preferences for the development of POTM
Post by: Olywynn on June 30, 2015, 09:55:31 AM
Maybe Red Widow as a AMPC?

If I recall, they are only present in Darkon, which isn't in the module.
Title: Re: Your overall preferences for the development of POTM
Post by: EO on June 30, 2015, 10:06:42 AM
Maybe Red Widow as a AMPC?

If I recall, they are only present in Darkon, which isn't in the module.

There's a story about a Red Widow in Chateaufaux in Tales of Ravenloft.
Title: Re: Your overall preferences for the development of POTM
Post by: Olywynn on June 30, 2015, 10:22:54 AM
Maybe Red Widow as a AMPC?

If I recall, they are only present in Darkon, which isn't in the module.

There's a story about a Red Widow in Chateaufaux in Tales of Ravenloft.

Ah. Well, personally, I think AMPC/MPCs should be dedicated to monster types one can become.  Werebeasts, undead, etc.

If you guys figured out how to fix Wererats, I'd be all for it.  All it'd require is a decent looking rat head model, using the elf phenotype, and rat tail. The hardest part being the rat head model, and how to make it a morph. We already have the leg models and such.  I loathe the current wererats, and is the only reason why I haven't rolled one.  They're the most "human" of the werebeast varieties, and aren't giant-headed murderbeasts.

Spoiler: show
(http://dungeonsmaster.com/wp-content/uploads/2010/09/47.jpg)
Title: Re: Your overall preferences for the development of POTM
Post by: Miuo on June 30, 2015, 06:32:06 PM
The were rats in that pic ture actually look amazing vs the actual versions used. Now the one used kinda remind me of a cartoon memo :3
Title: Re: Your overall preferences for the development of POTM
Post by: Merry Munchkin on June 30, 2015, 09:49:30 PM
The were rats in that pic ture actually look amazing vs the actual versions used. Now the one used kinda remind me of a cartoon memo :3

They DO look pretty cool.  You are right -- the standard wererat model reminds me of the movie "The Mask", with the Jack Russell Terrier "Milo" after the Mask transforms him.

(http://cdn.shopify.com/s/files/1/0317/0649/files/milo_from_the_mask_wearing_the_mask_large.jpg?3425)

I just checked the toolset -- the Kenku (black) model sort of looks like the concept you are looking for.  Needs some modification to the face though, but it does have a pointy nose look to it.
Title: Re: Your overall preferences for the development of POTM
Post by: Olywynn on June 30, 2015, 10:25:26 PM
Except wererats would need to make use of player clothing, because wererats don't grow.  They don't tear out of their clothes.  Most wererats were clothing they can fit in comfortably in and out of their forms.
Title: Re: Your overall preferences for the development of POTM
Post by: Bluebomber4evr on July 03, 2015, 08:38:58 PM
That would require making a brand new dynamic 3d model, which is a bit of a tall order.
Title: Re: Your overall preferences for the development of POTM
Post by: noah25 on July 05, 2015, 12:08:48 AM
If i could vote a fourth i would also vote for more MPC races.. there are more out there and they can be fun to play. ( not asking for anything OP like a lich) but who wouldn't want to play as a hag or a darkling? or um.. ( * tries to think of something monstorus* Ogre maybe?

Eh hem, I am offended. You dont need to be an MPC to be a hag... IM A HAG!!! (aka frido!) ;)
Title: Re: Your overall preferences for the development of POTM
Post by: Maelithii on July 05, 2015, 05:52:21 AM
That pic reminds me of Warhammer Skaven lol
Title: Re: Your overall preferences for the development of POTM
Post by: BahamutZ3RO on August 02, 2015, 12:39:03 AM
Bring back widgets!
Title: Re: Your overall preferences for the development of POTM
Post by: Zwickelfaust on September 08, 2016, 11:37:09 AM
I'd like to see full blooded orcs and hob goblins payable.
Title: Re: Your overall preferences for the development of POTM
Post by: Miuo on September 08, 2016, 12:16:44 PM
It would be nice if we had more ways to effect crafted goods. Such as a widget or something that only works on a crafted item and allows you to name it and give it a limited bio/description oh 200-300 character (if possible to set such). I think the server is mature and responsible enough to not abuse it, and the limited amount of text only allows for a tiny bio and message if desired. Which would be easy to spot if someone were abusing such. It could even be made a ic function. Going to a Engraver NPC who charges you like the printer does in Port. Allowing you to do mass items as well, this would allow crafters to mark their wares with some sort of initial/embalm/sigil/etc.

As well as make a wider variety of goods. Such as putting the various gems in the game to use to make jewelry, with particular stones eliciting different effects from enchanting. Like a cold stone when enchanted gives some form of protection from fire. Emerald aiding appraise, pearl aiding concentration and etc. The types of metal used in the jewelry effecting how significant the enchanting is.

It would add another craft to dump gold/time/resources into, as well as be another thing to dump xp into.
Title: Re: Your overall preferences for the development of POTM
Post by: Syl on September 08, 2016, 12:37:34 PM
Adding to the enchanting platform, allow the use of other essences like fire, acid, electrical, negative and cold thus replacing the divine damage with that element type the strength changing based one the strength of the essence used.

Some equipment actually having class requierments or limitations like any armor made of metal wouldn't be allowed ot be equipped by druids.

That said also improve the woodworking and allow more trees available maybe a rare ironwood tree and have the ability to make possible armor or weapons out of it. [shrugs]
Title: Re: Your overall preferences for the development of POTM
Post by: MAB77 on September 08, 2016, 12:46:17 PM
I'd like to see full blooded orcs and hob goblins payable.

The demiplane of dread is a notoriously orc-free setting. Their inclusions is very unlikely to ever occur. Hobgoblins could technically be possible, but you run into the problem that it isn't a subrace available for one of the playable races. You could however set yourself up as a caliban looking like a hobgoblin.
Title: Re: Your overall preferences for the development of POTM
Post by: Arawn on September 08, 2016, 12:58:41 PM
I'd like to see full blooded orcs and hob goblins payable.

The demiplane of dread is a notoriously orc-free setting. Their inclusions is very unlikely to ever occur. Hobgoblins could technically be possible, but you run into the problem that it isn't a subrace available for one of the playable races. You could however set yourself up as a caliban looking like a hobgoblin.

Scro are playable. They're full-blooded orcs. Rare, though.
Title: Re: Your overall preferences for the development of POTM
Post by: Miuo on September 08, 2016, 01:57:06 PM
So the mists straight up dont claim some races?
Title: Re: Your overall preferences for the development of POTM
Post by: MAB77 on September 08, 2016, 02:38:54 PM
So the mists straight up dont claim some races?

It is not quite stated as such. But orcs are literally unknown to natives of the demiplane. They don't even exist as creatures of legends. The odd orc that might have been snatched would only be seen as an ugly caliban.

This omission of orcs on Ravenloft was done by design when the setting was fleshed out. The designers felt orcs were poorly suited to gothic horror. A point on which I agree.
Title: Re: Your overall preferences for the development of POTM
Post by: Zwickelfaust on September 08, 2016, 03:12:55 PM
Not to mention the life expectancy would be rather limited. Half orcs tend to live longer due to the rational thinking and ability for adaptation inherited from their human blood. Unless brought in to the mists in numbers, full blooded orcs would likely die quickly. If you take a creature that uses strength in numbers and and throw it into a world that chews up the ignorant like candy, there's not much hope. It would never fit into humanoid culture, it likely would refuse to. There are bands of hob goblins in caves, but they would likely show more interest in killing the orc then letting it join. Now it's believable that an inelegant orc might know common and be able to resist his base urges to be able to communicate with people, but that likelihood is rare. People might accept a half orc because of its humanity, but a full blooded orc doesn't have that luxury. Outlanders that know of orcs would likely kill it anyway.
Title: Re: Your overall preferences for the development of POTM
Post by: Syl on September 08, 2016, 03:33:27 PM
I kinda want to argue that this isn't always true, orcs are not just a mindless beast that kills, they do have warchiefs. and they do have smarts. most people just play orcs as the dumb barbarians and fighters.

But I think what is being implied is that Even if there were Orcs in Ravenloft.. no one would see them as orcs just Caliban...really..really strong and Fugly calibans
Title: Re: Your overall preferences for the development of POTM
Post by: Zwickelfaust on September 08, 2016, 03:50:29 PM
You are right about that. Orcs have a complex hierarchy. Maybe a rephrasing might help. Warcheifs are the top dogs in their society. They tend to be the strongest and smartest off the orcs. Orcish culture revolves around war and violence. Such a culture is simply incompatible. The idea of living among humanoids would repulse most full bloods. If for generations a people is taught to hate and kill another species, it would be a learning curve for even highly intelligent and charismatic orcs to adapt. A half orc tends to struggle to control the genetic triggers of his orc blood to fit in. A full blood would have to work extra hard. Unless it was raised by humans, it would likely never trust a humanoid, like a Barovian would likely not trust a trifling. But I digress, this thread is not meant for such a discussion, however interesting it may be.

On point, I think it would be cool for starting characters to have access to equipment more suiting to their class during creation. One example would be druids. It would be nice to be able to choose weapons and armor of different materials. Like weapons and armor made from bone or wood.
Title: Re: Your overall preferences for the development of POTM
Post by: Norture on September 08, 2016, 04:10:20 PM
Maybe add orcs as an AMPC race. The thing with AMPCs is they exist to be antagonists, orc fits in with that and I'd see them fitting in RP-wise the same way lycanthropes do. I agree that orcs are a poor choice for regular PCs since they're a generic "evil" race.

Rather than add more loot, I'd rather see the loot pool trimmed a bit. There's a number of items that serve absolutely no purpose but to sell to NPCs. I don't mean vendor trash items like gold rings etc, I mean magic items that are just flat out useless like the charm sword. There's also a LOT of consumable items, and it's gotten to a point where it feels like it's hard to get anything useful anymore because the loot pool is so bloated.

As for what I picked out of those 3 choices, I went with more MPCs, more player-driven RP mechanics, and more models.

For MPCs, I'd love to see something mage oriented. Wights are cool and all, but I'd like to flesh a character out more than "he hates everything". While liches and vasseliches aren't going to happen, it'd be cool if there was some sort of homebrew alternative that could be created. Something in between wight and vampire; It would feed like a wight but have the durability of a vampire. The driving force for it would be some sort of magical or research obsession, and that obsession would be their drive and downfall. Ideally I'd like to play an intelligent undead without the sun weakness, when I played a wight I had a lot of fun hunting characters who were heading out during the day to various dungeon locations. I guess I want that kind of experience, but on a character with more depth than "he is wight. he hate u lots."

I would love more player-driven RP mechanics that would allow people to get things going. There's a number of things DMs will do for players that people might not know about, such as creating a newspaper, making books, renting a Drain room, or creating a painting. it would be cool if systems were put in so people could do this themselves, since these ideas don't necessarily require a DM.
For creating a book or painting, perhaps add writable blank books or canvases that allow more text than the sheet of paper. Have a printing press available to players in Dementlieu, like maybe a rent-a-press thing where you pay 500g and the NPC will let you in to use the facility. For the drain, maybe leave the big rooms as DM key request only, but also create a number of tiny rooms people could rent, like the tenements in Port-a-Lucine.

I was thinking about voting for adding more faction mechanics, but by adding more player-driven RP mechanics that inherently benefits factions, I believe the option is redundant.

For the last choice I was debating between more crafting options or new models, both are excellent options. There've been talks about adding jewelry crafting and food cooking in the past, both of those sound like a lot of fun. I wouldn't mind being able to get a variety of skill points on crafted goods too, so crafting would be useful for skill rogues and mages. I might change my vote to crafting, actually. I just hope that an expanded crafting system would focus on expanding it to more classes, right now it's very melee-focused.
Title: Re: Your overall preferences for the development of POTM
Post by: peps on September 08, 2016, 04:32:57 PM
You are right they are a generic evil, and I think that's why it being even an AMPC race isn't a great choice. Orcs don't serve that theme of unexpected terror that is prominent in gothic horror. Vampires, werewolves, wererats, you never know who they can be. An orc? You immediately recognize them, and you know they're brutish and savage. Unlike humans or halflings or gnomes who can also be that, at least they do such for a specific reason they've manifested (e.g. criminals, bandits, tyrants, etc.). And this is also why calibans are permitted; down to their basic form, they're just a deformed version of their parents' race. They aren't naturally brutish, like orcs.
Title: Re: Your overall preferences for the development of POTM
Post by: Zwickelfaust on September 13, 2016, 06:36:03 PM
So...... I'm sure this has come up a million times, but Dhampir as a subrace?
Title: Re: Your overall preferences for the development of POTM
Post by: MAB77 on September 13, 2016, 10:07:14 PM
So...... I'm sure this has come up a million times, but Dhampir as a subrace?

Ravenloft's dhampirs are immensely powerful and unsuitable as a player race. See Denizens of Dread p.55 & 56.

It is also pointless to allow them as AMPCs. On Ravenloft dhampir's are cursed to return as full fledge vampires after there death. Since you would have to fill an application form anyway, you might as well apply for the real thing from the get go.
Title: Re: Your overall preferences for the development of POTM
Post by: Winter on September 14, 2016, 12:34:16 AM
I've had some thoughts on my mind, and I think Ravenloft is one of the few Neverwinter Night's servers with any promise, a decent setting and as such this is merely my constructive criticism, I've ran servers, I've been on DM teams and I run a very successful World of Warcraft Private RP server. - Wake, which I honestly treat players as they deserve to be treated, as they treat the staff team, no one is entitled to any kind of response or professionalism, but if the player is sincere, and polite that is always returned back to them, the same goes for those that get on the bad side - they get the same kind of treatment, and they know how they are felt - some may say that is unwelcomingly, but if they do apologize and be more humble, I'd even put them onto the staff team and give them a fair shake as I'm someone who believes in giving chances when someone puts their best foot forward. - this is a server with over 100 confirmed logins every day.

Rather then any system change, or work conducted by the development team. I would rather there be a focus on the philosophy & culture of the DM Team, and what kind of rating Ravenloft is (PG13, ETC.)  One that is far more transparent to players, and a bit more liberal with handing out second chances and shaking a player's hand, as the small environment that we find ourselves in, and the limited playerbase to Neverwinter Nights, we're often going to find ourselves running into the same people, and it's better to make better. There isn't a steady stream of new players anymore, and I've had a few bad run ins, I'll be the first one to admit it, and by no means am I suggesting that case by case situations be thrown out the window, but for a willingness to forgive and forget, but I'm from a school of thought that thinks public apologies, and saying what you have done, and the DM Team being candid. (Note I didn't say professional) is a way to go, as that's how I've handled affairs with success.


1. Refocus of the DM Team to be more open, transparent. If a player wants to know the team's thoughts on them, it should be something that should be available and open to them, and on the oft hand, that player in question should be permitted a chance for redemption with the DM team with a humble apology, even public.But I think that Ravenloft sometimes is far too much of a 'hug box', which kind of leads me to my next point.

2. I would say that likely 90 percent of Ravenloft players are over the age of eighteen, by no means am I saying let's turn this into social, but I feel the restrictions on language, mature content. (I am not saying lets have public erp or even make it a thing) but adult content, and adult speech is something that should not be regulated in character. A bump up to the "R" version I think would be far more fitting.

3. Don't be afraid to go back to the core elements of a gothic horror, and what it entails, I think we lose ourselves sometimes in the level 20 fantasy box of high magic, I frankly think that magic is far too prevalent and widespread that it's meaning, and depth with it's overuse has been cheapened.
Spoiler: show

granted im a cynical guy that reads A Song of Ice and Fire over and over again, so you can tell what my tastes are.



It's great that you guys are looking into more content, I like Ravenloft, I've played here a lot and I just wanted to give my thoughts on what I've seen and what I think might make things better.


Title: Re: Your overall preferences for the development of POTM
Post by: Cursed Ink on September 14, 2016, 12:51:38 AM
[Long ass post]

I agree.
Title: Re: Your overall preferences for the development of POTM
Post by: Phantasia on September 14, 2016, 01:05:55 AM
A little transparency doesn't hurt anyone. Too much, however, and it can be easily misconstrued with one misspoken word, because not all people are the same.

Also, yes, the whole 'low magic vs. high magic' thing-debate has been brought up tons of times in the past. It's unlikely to change from what it is, being relatively high magic -- because Ravenloft is pretty much inherently 'high magic' (unless I missed something). I mean, there's a giant Shadow Rift in the center of the Core with all sorts of crazy things including what could destroy the Core (if I am not mistaken).

As appealing as a gritty-realism world sounds (akin to GoT), it's unlikely to happen at this point and would have to be a slow but gradual shift towards such a philosophy, and an entirely new Prisoners of the Mist. That's more of a Community movement than a developer one, I think, though.

Regardless of all that, I cast my vote some time ago for more player-driven RP functionality. I think this is what the server kind of really needs the most right now, compared to the other options.
Title: Re: Your overall preferences for the development of POTM
Post by: Winter on September 14, 2016, 01:11:30 AM
A little transparency doesn't hurt anyone. Too much, however, and it can be easily misconstrued with one misspoken word, because not all people are the same.

Also, yes, the whole 'low magic vs. high magic' thing-debate has been brought up tons of times in the past. It's unlikely to change from what it is, being relatively high magic -- because Ravenloft is pretty much inherently 'high magic' (unless I missed something). I mean, there's a giant Shadow Rift in the center of the Core with all sorts of crazy things including what could destroy the Core (if I am not mistaken).

As appealing as a gritty-realism world sounds (akin to GoT), it's unlikely to happen at this point and would have to be a slow but gradual shift towards such a philosophy, and an entirely new Prisoners of the Mist. That's more of a Community movement than a developer one, I think, though.

Regardless of all that, I cast my vote some time ago for more player-driven RP functionality. I think this is what the server kind of really needs the most right now, compared to the other options.

I would say that it wasn't an argument against magic or making it "like game of thrones lel" or lowering it, as I think that magic is great to add a layer onto a story, I just think when it's overdone and overused the awe, the wonder, and how powerful magic really can be kind of loses it's 'punch'.
Title: Re: Your overall preferences for the development of POTM
Post by: Phantasia on September 14, 2016, 01:15:30 AM
A little transparency doesn't hurt anyone. Too much, however, and it can be easily misconstrued with one misspoken word, because not all people are the same.

Also, yes, the whole 'low magic vs. high magic' thing-debate has been brought up tons of times in the past. It's unlikely to change from what it is, being relatively high magic -- because Ravenloft is pretty much inherently 'high magic' (unless I missed something). I mean, there's a giant Shadow Rift in the center of the Core with all sorts of crazy things including what could destroy the Core (if I am not mistaken).

As appealing as a gritty-realism world sounds (akin to GoT), it's unlikely to happen at this point and would have to be a slow but gradual shift towards such a philosophy, and an entirely new Prisoners of the Mist. That's more of a Community movement than a developer one, I think, though.

Regardless of all that, I cast my vote some time ago for more player-driven RP functionality. I think this is what the server kind of really needs the most right now, compared to the other options.

I would say that it wasn't an argument magic, as I think that magic is great to add a layer onto a story, I just think when it's overdone and overused the awe, the wonder, and how powerful magic really can be kind of loses it's 'punch'.

That's solely up to the players/DMs then. And magic is a vast thing, really. It's kind of something like "there's always a bigger fish." What you may think is the pinnacle of magic now on one of your characters may be entirely shattered by another player or DM. And, don't forget, you're mostly in charge of your perception of what loses its 'punch'. Not others and their actions.

Anyway, I don't mean to go off topic with this. Carry on.
Title: Re: Your overall preferences for the development of POTM
Post by: Zwickelfaust on September 14, 2016, 10:16:45 AM
    I personally think the dm team does a good job. I would like to see more dm events, our at least be aware before hand so I can try and take part. A lot of times it's being in the right place at the right time. As a casual player it's hard to get into them. Maybe it happens more at higher levels, I'm not sure, I don't have a character over level ten. Some people seem to have no issue and get some dm fun frequently. I must learn how. This server it's good though. Write a few servers, the dms have a bad case of golden boy syndrome, where they only really care about the stories of a select few pcs that they like. I haven't seen that here. That sets this server apart in my eyes.
Title: Re: Your overall preferences for the development of POTM
Post by: MAB77 on September 14, 2016, 10:57:25 AM
1. Refocus of the DM Team to be more open, transparent. If a player wants to know the team's thoughts on them, it should be something that should be available and open to them, and on the oft hand, that player in question should be permitted a chance for redemption with the DM team with a humble apology, even public.But I think that Ravenloft sometimes is far too much of a 'hug box', which kind of leads me to my next point.


Define more transparent please. My experience is that the PotM staff is by far and large very open and approachable. If a player wants to know what the team thinks of him, he can always ask a member. As for a "chance for redemption", I assure you, a player is granted many opportunities to reform his ways before drastic measures are ever taken. We of course do not discuss those matters on the public forum, but that is a matter of common sense and respect for all involved in particular issues.

2. I would say that likely 90 percent of Ravenloft players are over the age of eighteen, by no means am I saying let's turn this into social, but I feel the restrictions on language, mature content. (I am not saying lets have public erp or even make it a thing) but adult content, and adult speech is something that should not be regulated in character. A bump up to the "R" version I think would be far more fitting.


I understand your point, but some of us are also parents, or aunts and uncles, using the game to introduce youngsters to role-playing in general. We want the server to be as inclusive as possible and thus will maintain the current policy on language and adult content.
 
3. Don't be afraid to go back to the core elements of a gothic horror, and what it entails, I think we lose ourselves sometimes in the level 20 fantasy box of high magic, I frankly think that magic is far too prevalent and widespread that it's meaning, and depth with it's overuse has been cheapened.


That's a delicate balance issue and a matter of perspective too. Though I too personally vouch for less magic, there are some who thinks we don't have enough. Compared to Forgotten Realms we certainly rank as low magic. It is only a matter of preferences. But in the end though, magic, high or low, is not mutually exclusive to core elements of gothic horror: fear, romance, overwhelming terror and heroism in the face thereof... Magic in the end is just a tool like any other.
Title: Re: Your overall preferences for the development of POTM
Post by: Syl on September 14, 2016, 11:36:56 AM
    I personally think the dm team does a good job. I would like to see more dm events, our at least be aware before hand so I can try and take part. A lot of times it's being in the right place at the right time. As a casual player it's hard to get into them. Maybe it happens more at higher levels, I'm not sure, I don't have a character over level ten. Some people seem to have no issue and get some dm fun frequently. I must learn how. This server it's good though. Write a few servers, the dms have a bad case of golden boy syndrome, where they only really care about the stories of a select few pcs that they like. I haven't seen that here. That sets this server apart in my eyes.

I have to agree here, be able to get into more DM plots and events would be nice, in the three years I have played on this server I've never truly gotten into a plot and can count on one hand the DM mini events I've been in, I've tried many times over only to be over looked or just happen to late. I'm not gonna say Hey give me a event but being able to have the chance to get involved is a bit hard since most people seem to horde it to themselves once they get it. so the chance for more possible plots or make it slightly easier to get involved depending on what it is would be nice
Title: Re: Your overall preferences for the development of POTM
Post by: Zwickelfaust on September 14, 2016, 11:52:36 AM
    I agree, some players seem to get overlooked looked often. This is not the dms fault. There are just some players who are always on and maybe they're getting involved by simply being there on a constant basis. I think smaller mini events and plots would be great for those of us who can't play for hours on end. Something that wraps up in a nice hour or so package. We don't need dream out events that further only our own stories. I remember when I first started here with Allek, we were sitting in the Morninglord temple one night and the dm sent in a little girl npc crying about her sibling falling into the for beetle holes. Naturally, as mornlordians we rushed to aid. We cleared the bugs, rescued the boy and brought both kids home safe. It was simple, only laying about a half hour, but I remember the satisfaction I felt with such a simple act of saving a boy from bugs. I didn't care about big picture plots. There was none. Just a group of heroes saving the lives of the innocent. That resonated with me. That one event made me knew that this is the server for me. I want to see more of that. Sure the big stories are beautiful and complex, but sometimes simple and short tests of character are just as enjoyable. Especially for those like me that pay a few hours here and there. I'd like to see simple events, not saying there isn't any now, just saying I'd like to see more of it.
Title: Re: Your overall preferences for the development of POTM
Post by: Norture on September 14, 2016, 11:54:34 AM
You want transparency? Ok. I'll tell you how everything works. People might not like the answers though. As a disclaimer I do not represent the team, these are my blunt observations.

The DM team is very approachable about things and will try to give you feed back. One thing to keep in mind is how open you yourself are to feedback. If a person is notorious for throwing hissy fits, they are far more likely to receive a generic reply because people just don't want to deal with PM box filled with essays. Same thing with people who are sketchy or try to weasel things out of the team, they're less likely to get anything because they'll be given an inch but take a mile. I hate to say it but most of the time I see people complaining about the team, they usually fall under one of these categories.

It's silly to say players can't redeem themselves, I've seen several players do it. There's no redemption application form, redemption happens by being a positive community member and contributing to the overall story and gameplay experience of everyone. Both IC and OOC. If you feel you were a poostain in the past and want to show you've changed your ways, show it through your actions. In this sense I think OOC is more important than IC, because a lot of the time it is an OOC attitude problem that is the root of everything.

One thing to note about DMing is there are a good 50 forums that DMs are able to see, there is a LOT of content to be in charge of. It's easy for the DM experience to turn into forum only and not in-game because of just how much stuff there is to do. If a DM doesn't reply to you, it could be that they forgot after posting 5 applications, or went to get an answer for you and it ended up getting lost, or any other number of reasons. If you send in an application, send a reminder after a week. Don't be afraid to send reminders!

If you need DM help doing something, there's some things DMs will very gladly do for players as it requires little effort on the DM's part to do it. This includes creating custom books, renaming things (if you give a name and description and don't just go "eh you decide"), setting up events (balls, underbrawl, undermarket, etc), or minor NPC approval things like getting a newspaper going. DMing is like an iceburg, 90% of it takes place on the forums where things have to be meticulously recorded. The fewer details involved, the easier it is for the DM to get something done quickly. If you want to work for Black Pieter or do dirty work for the Romulich, that's a tier up. That starts to require planning things out. Risks, consequences, where the story is going to go. That's not to say DMs won't do it, it just becomes a lot more difficult once conflict and consequences enter the equation. Same with rituals, where generally someone wants to do something evil. The question then becomes "Ok let's plan how this is going to go wrong, I've set up all these scenarios where things could go wrong in different ways." In all of these cases, you're asking for a time investment from the DM to your story, it's not going to be a one-off thing. It's going to be a mini-plot for your character and those involved covering a number of days or weeks. If you want to do something like this, write a thoughtful PM about what you want to do and realize it will probably not go as you envision it in your head. Also try to keep it concise. Edit what you write and keep the word count down. Point form details are good. The more you ramble, the more likely things are going to get glossed over.
Title: Re: Your overall preferences for the development of POTM
Post by: peps on September 14, 2016, 02:00:40 PM

To add to that, this is how things work for almost every roleplay server - big or small. It helps streamline things. People need to understand why it's like that, and use the system to their advantage.

Zwickelfaust, I would suggest either taking that leap and doing as Norture suggests, or join up with a group whose leader(s) are willing to.
Title: Re: Your overall preferences for the development of POTM
Post by: Zwickelfaust on September 14, 2016, 02:10:38 PM
I'm not trying to make any story plots, I was just saying I enjoy small dm encounters. Such things don't need planning. Quick missions and dms throwing monsters at us, that's the stuff I love. The whole "oh crap! Uzica the deceiver just owned half the group. Grab the fallen and run!" Used to be a lot of that. The simple things sometime carry the most weight, instilling lasting terror and inspiring thicker plots to emerge. I'm not a fan of planning stuff like that. I believe it should flow naturally.
Title: Re: Your overall preferences for the development of POTM
Post by: Norture on September 14, 2016, 02:33:40 PM
Zwicklefaust is fine guys. My post was in general since several people are talking about transparency.
Title: Re: Your overall preferences for the development of POTM
Post by: Janarah on September 14, 2016, 03:30:23 PM
I'm sure it's been mentioned over and over again, but what about craaftable gloves, belts, and cloaks? 
And on a side note, would it be a terrible thing to ease up on the monk multiclassing restrictions so that they could have a decent attack base by going part fighter or ranger?
Title: Re: Your overall preferences for the development of POTM
Post by: Arawn on September 14, 2016, 03:31:43 PM
I'm sure it's been mentioned over and over again, but what about craaftable gloves, belts, and cloaks? 
And on a side note, would it be a terrible thing to ease up on the monk multiclassing restrictions so that they could have a decent attack base by going part fighter or ranger?

Remember that all allowed prestige classes are still open to you as a monk!
Title: Re: Your overall preferences for the development of POTM
Post by: Janarah on September 14, 2016, 03:36:26 PM
I'm sure it's been mentioned over and over again, but what about craaftable gloves, belts, and cloaks? 
And on a side note, would it be a terrible thing to ease up on the monk multiclassing restrictions so that they could have a decent attack base by going part fighter or ranger?

Remember that all allowed prestige classes are still open to you as a monk!

Oh, I know. I have assassin on sud, and it's really neat. But, unless some how weapon master is available for unarmed strikes her ab is always going to be horrid, even buffed. I honestly would have rather multi classed her with say five levels of ranger, because it fit the character more. And maybe it would have raised her ab, not really sure. Otherwise, I'm honestly not sure what prestige classes would work, monks can't become aa's, or rdd, and last I was told the harper scout was out of the question because some of the class abilities might break xp. So, monks are kind of limited as far as rp multiclassing.
Title: Re: Your overall preferences for the development of POTM
Post by: Arawn on September 14, 2016, 03:38:00 PM
Divine Champion is a great one.
Title: Re: Your overall preferences for the development of POTM
Post by: Syl on September 14, 2016, 03:57:54 PM
Divine Champion is a great one.

this might be true but there aren't many weapons a Monk can use that are a favored weapon to gods

Edit: At least to my knowledge.
Title: Re: Your overall preferences for the development of POTM
Post by: Arawn on September 14, 2016, 04:06:00 PM
Almost every weapon is the favored weapon of some god. There are even gods who use their fists.
Title: Re: Your overall preferences for the development of POTM
Post by: Syl on September 14, 2016, 04:09:23 PM
Almost every weapon is the favored weapon of some god. There are even gods who use their fists.

Gods aren't my forta so I was just going with what I knew and such. and while this is true, one now has to find a god that A: allows their alignment. and B: favor a weapon they can use. which is why I was saying the pool of gods for Monks to have to become a champion is not as large.
Title: Re: Your overall preferences for the development of POTM
Post by: Arawn on September 14, 2016, 04:10:46 PM
Almost every weapon is the favored weapon of some god. There are even gods who use their fists.

Gods aren't my forta so I was just going with what I knew and such. and while this is true, one now has to find a god that A: allows their alignment. and B: favor a weapon they can use. which is why I was saying the pool of gods for Monks to have to become a champion is not as large.

I'm not 100% certain you have to use the favored weapon of your god. In fact, I rather think you don't.
Title: Re: Your overall preferences for the development of POTM
Post by: Ryltar/ Robert Archer on September 14, 2016, 04:16:13 PM
Almost every weapon is the favored weapon of some god. There are even gods who use their fists.

Gods aren't my forta so I was just going with what I knew and such. and while this is true, one now has to find a god that A: allows their alignment. and B: favor a weapon they can use. which is why I was saying the pool of gods for Monks to have to become a champion is not as large.

I'm not 100% certain you have to use the favored weapon of your god. In fact, I rather think you don't.

I was told during my application process for lauel being a divine champion she had to choose the spear (for the morninglord) as favored weapon in her build she could USE other weapons but she was required to have the feat weapon focus spear to achieve the prc
Title: Re: Your overall preferences for the development of POTM
Post by: Arawn on September 14, 2016, 04:32:26 PM
Almost every weapon is the favored weapon of some god. There are even gods who use their fists.

Gods aren't my forta so I was just going with what I knew and such. and while this is true, one now has to find a god that A: allows their alignment. and B: favor a weapon they can use. which is why I was saying the pool of gods for Monks to have to become a champion is not as large.

I'm not 100% certain you have to use the favored weapon of your god. In fact, I rather think you don't.

I was told during my application process for lauel being a divine champion she had to choose the spear (for the morninglord) as favored weapon in her build she could USE other weapons but she was required to have the feat weapon focus spear to achieve the prc

Yep, so you could burn a feat. For a melee-focused character that's not the end of the world.
Title: Re: Your overall preferences for the development of POTM
Post by: Syl on September 14, 2016, 04:41:39 PM
That isn't really a Champion than.. that's like saying a weapon master is a weapon master even if he doesn't use his weapon of choice.. a Champion on a God would use their God's weapon otherwise they don't get their special abilities.. in my opinion... seems VERY cheesy to not use you God's weapon.
Title: Re: Your overall preferences for the development of POTM
Post by: Arawn on September 14, 2016, 04:46:50 PM
That isn't really a Champion than.. that's like saying a weapon master is a weapon master even if he doesn't use his weapon of choice.. a Champion on a God would use their God's weapon otherwise they don't get their special abilities.. in my opinion... seems VERY cheesy to not use you God's weapon.

Not in the slightest. A champion of the god would know the god's weapon well. They would use it in ritual, and on formal occasions. When they fight, they fight with a different weapon. Or both. It's not a big deal.
Title: Re: Your overall preferences for the development of POTM
Post by: Syl on September 14, 2016, 04:50:55 PM
That isn't really a Champion than.. that's like saying a weapon master is a weapon master even if he doesn't use his weapon of choice.. a Champion on a God would use their God's weapon otherwise they don't get their special abilities.. in my opinion... seems VERY cheesy to not use you God's weapon.

Not in the slightest. A champion of the god would know the god's weapon well. They would use it in ritual, and on formal occasions. When they fight, they fight with a different weapon. Or both. It's not a big deal.

I still think that is just the most cheesy cop out and shouldn't be approved,  but that is my opinion, I'll look up the actual class when I get home
Title: Re: Your overall preferences for the development of POTM
Post by: Janarah on September 14, 2016, 07:40:14 PM
That isn't really a Champion than.. that's like saying a weapon master is a weapon master even if he doesn't use his weapon of choice.. a Champion on a God would use their God's weapon otherwise they don't get their special abilities.. in my opinion... seems VERY cheesy to not use you God's weapon.

Not in the slightest. A champion of the god would know the god's weapon well. They would use it in ritual, and on formal occasions. When they fight, they fight with a different weapon. Or both. It's not a big deal.

I still think that is just the most cheesy cop out and shouldn't be approved,  but that is my opinion, I'll look up the actual class when I get home

Well, it's also cheesy that the game mechanics limit weapon masters to melee held weapons, and don't include ranged or unarmed. There are gods specifically that monks follow, and their weapon may very well be unarmed.
Title: Re: Your overall preferences for the development of POTM
Post by: Miuo on September 14, 2016, 07:42:23 PM
I can understand the use of the best weapon for the job, so using something else now and again as needed seems like it would be acceptable. But on the flip side if the person actually a devout and champion of that god should he not use the chosen weapon of their god as much as possible?
Title: Re: Your overall preferences for the development of POTM
Post by: Janarah on October 01, 2016, 03:52:57 PM
I advocate for giving pitfiends trueseeing. Why, because I think they deserve it and it'll add just a little more challenge to the perfidious area. And possibly prevent the easy access to things such as meteorites with out any risk simply by using an invisibility pot or sneaking about in sand and dirt.
Title: Re: Your overall preferences for the development of POTM
Post by: Arawn on October 01, 2016, 03:53:50 PM
I advocate for giving pitfiends trueseeing. Why, because I think they deserve it and it'll add just a little more challenge to the perfidious area. And possibly prevent the easy access to things such as meteorites with out any risk simply by using an invisibility pot or sneaking about in sand and dirt.

This is best put in another thread. This topic is for overall development priorities, not individual suggestions.
Title: Re: Your overall preferences for the development of POTM
Post by: Pants on October 01, 2016, 09:51:09 PM
I'm all for the weremink MPC.
Title: Re: Your overall preferences for the development of POTM
Post by: System on October 02, 2016, 04:31:57 AM
i would love to see more of the world map fleshed out even if it's just for looks, like connecting roads making non-misty caravan travel possible
Title: Re: Your overall preferences for the development of POTM
Post by: Blight on March 10, 2018, 10:46:48 PM
I'll again recommend a dungeon similar to the one in the morninglord crypts  in level range be added to Port A Lucine so that Port players can appreciate the roleplay they enjoy from the get go
Title: Re: Your overall preferences for the development of POTM
Post by: Exordium on March 14, 2018, 04:21:01 AM
I'll again recommend a dungeon similar to the one in the morninglord crypts  in level range be added to Port A Lucine so that Port players can appreciate the roleplay they enjoy from the get go
No low level dungeons in the Port is somewhat intentional.

We don't really want to separate the low level posse to two different locations. We just don't have the player count to support this. While you, as an experienced player, might find it tolerable to be the only low level in town, your not being in Vallaki area might mean that a genuine new player has a smaller chance at encountering another low level.
Title: Re: Your overall preferences for the development of POTM
Post by: Blight on March 14, 2018, 05:19:50 AM
I'll again recommend a dungeon similar to the one in the morninglord crypts  in level range be added to Port A Lucine so that Port players can appreciate the roleplay they enjoy from the get go
No low level dungeons in the Port is somewhat intentional.

We don't really want to separate the low level posse to two different locations. We just don't have the player count to support this. While you, as an experienced player, might find it tolerable to be the only low level in town, your not being in Vallaki area might mean that a genuine new player has a smaller chance at encountering another low level.


Illuminati confirmed!
Title: Re: Your overall preferences for the development of POTM
Post by: Silas Rotleaf on March 29, 2018, 08:44:44 PM
Another domain plz! Or some increased lore for Perfidus!
Title: Re: Your overall preferences for the development of POTM
Post by: noah25 on April 05, 2018, 11:28:12 AM
I have always enjoyed the setup and the lore and roleplay opportunities posed by dungeons in the VOB area.  However, a lot of these never get visited because of their level range/ risk reward. Is there anyway these dungeons could either be revamped, or that more dungeons can be constructed in that type of light? Many of the new dungeons have been less puzzle and thematically oriented, and more so just deadly traps and or difficult monsters. I love the fact that you can get lost in the VOB church looking for secret doors and still have the feeling you never really found everything, but the server seems to have gotten away from this model as a whole. I just feel like some of the most enjoyable dungeons are some of the least visited( VOB series, Ice Palace, etc) and I would love to see either additional incentive to go to them in a party, or new dungeons made with a similar feeling to them.
Title: Re: Your overall preferences for the development of POTM
Post by: Iridni Ren on April 05, 2018, 12:11:36 PM
I have always enjoyed the setup and the lore and roleplay opportunities posed by dungeons in the VOB area.  However, a lot of these never get visited because of their level range/ risk reward. Is there anyway these dungeons could either be revamped, or that more dungeons can be constructed in that type of light? Many of the new dungeons have been less puzzle and thematically oriented, and more so just deadly traps and or difficult monsters. I love the fact that you can get lost in the VOB church looking for secret doors and still have the feeling you never really found everything, but the server seems to have gotten away from this model as a whole. I just feel like some of the most enjoyable dungeons are some of the least visited( VOB series, Ice Palace, etc) and I would love to see either additional incentive to go to them in a party, or new dungeons made with a similar feeling to them.

I spent most of last weekend on Iridni poking around the VoB dungeons alone because of never really finding anyone in the past year who would show them to me. Hence, I also went in pretty naive and thus asking for it. In other words, I didn't have any idea where traps were going to be or what would happen when I was teleported. I had to try to solve everything on my own...without any detection or trap removing, lock picking skills. For the first time, the always-encumbered Iridni brought a crowbar and successfully used it!

The whole trip was quite a challenge (so many skeletal knights, even for a high-level cleric focused on undead).

I eventually gave up before accomplishing nearly what all I wanted to. It was a net loss on gold with no treasure worth keeping. (What is the point of the Plate Armor of Etherealness, anyway? Am I missing something?) Also, I don't think I got any XP at all, despite having occasional difficulty, but I didn't clear everything either. Maybe somewhere I would have.

It was still sort of fun to a point, regardless of the frustration. I can see why it's hard to get other players to go there, though, because once you've done it, what's fun about it (trying to solve puzzles, etc.) would go away. Other players are going to say, "Ugh, why not go do one of the really fast high XP and gold dungeons instead?"

So, yes, this kind of dungeon suits me. Unfortunately, I don't know how you solve the problem, however, that these dungeons involve a lot of work and creativity for devs, while most of their charm is in doing them once.
Title: Re: Your overall preferences for the development of POTM
Post by: Keyser on April 05, 2018, 01:09:40 PM
May I recommend a blackout system? On a previous server they tried it and it really changed the dynamic of PVP. Also shackles. No idea the scripting challenges posed but I figured I'd offer the suggestion:

It worked as a system of subdual mode that you could toggle. So you had Full Damage, Subdual and Blackout Mode. When you "Killed" someone in blackout mode, they would spawn a corpse item on the ground the same way you usually do when you die. The player would be teleported to a blacked out map with no ability to move for about 2-5 minutes. Then the person would be teleported back to their corpse at near death the same as though they had just died and been revived.

With this system, we could do a lot more kidnappings instead of murders. Having blackout and shackles to transport and hold someone would be loads of fun I think. Could open up to slave traders, or for people to use against criminals they want to capture instead of kill.

The shackles worked as a glove item that when worn took away the persons ability to attack and gives 100% spell failure (stilled spells still possible) and to break free you had to pass a wildly high strength check or another person had to break you free.
Title: Re: Your overall preferences for the development of POTM
Post by: Arawn on April 05, 2018, 01:22:20 PM
May I recommend a blackout system? On a previous server they tried it and it really changed the dynamic of PVP. Also shackles. No idea the scripting challenges posed but I figured I'd offer the suggestion:

It worked as a system of subdual mode that you could toggle. So you had Full Damage, Subdual and Blackout Mode. When you "Killed" someone in blackout mode, they would spawn a corpse item on the ground the same way you usually do when you die. The player would be teleported to a blacked out map with no ability to move for about 2-5 minutes. Then the person would be teleported back to their corpse at near death the same as though they had just died and been revived.


We've considered this in the past and decided against it because it made the player captured sit and twiddle their thumbs for an indeterminate amount of time.

The shackles worked as a glove item that when worn took away the persons ability to attack and gives 100% spell failure (stilled spells still possible) and to break free you had to pass a wildly high strength check or another person had to break you free.

We have shackles in the module already.
Title: Re: Your overall preferences for the development of POTM
Post by: Troukk on April 05, 2018, 06:43:27 PM
May I recommend a blackout system? On a previous server they tried it and it really changed the dynamic of PVP. Also shackles. No idea the scripting challenges posed but I figured I'd offer the suggestion:

It worked as a system of subdual mode that you could toggle. So you had Full Damage, Subdual and Blackout Mode. When you "Killed" someone in blackout mode, they would spawn a corpse item on the ground the same way you usually do when you die. The player would be teleported to a blacked out map with no ability to move for about 2-5 minutes. Then the person would be teleported back to their corpse at near death the same as though they had just died and been revived.


We've considered this in the past and decided against it because it made the player captured sit and twiddle their thumbs for an indeterminate amount of time.

It's pretty much what happens now when one needs to kidnap someone, except we are forced to kill them are revive them which always feels a little bit OOC. Is it at all possible to toggle a mode that when we kill someone it spawns a free autoraising corpse that is called "unconscious [soandso]"? Even if they get a ghost to avoid twiddling thumbs, it wouldn't really matter since everything you learn as a ghost is off limits ICly.
Title: Re: Your overall preferences for the development of POTM
Post by: ladylena on April 05, 2018, 07:34:54 PM
May I recommend a blackout system? On a previous server they tried it and it really changed the dynamic of PVP. Also shackles. No idea the scripting challenges posed but I figured I'd offer the suggestion:

It worked as a system of subdual mode that you could toggle. So you had Full Damage, Subdual and Blackout Mode. When you "Killed" someone in blackout mode, they would spawn a corpse item on the ground the same way you usually do when you die. The player would be teleported to a blacked out map with no ability to move for about 2-5 minutes. Then the person would be teleported back to their corpse at near death the same as though they had just died and been revived.


We've considered this in the past and decided against it because it made the player captured sit and twiddle their thumbs for an indeterminate amount of time.

It's pretty much what happens now when one needs to kidnap someone, except we are forced to kill them are revive them which always feels a little bit OOC. Is it at all possible to toggle a mode that when we kill someone it spawns a free autoraising corpse that is called "unconscious [soandso]"? Even if they get a ghost to avoid twiddling thumbs, it wouldn't really matter since everything you learn as a ghost is off limits ICly.

Troukks idea is brilliant. Especially if you are able to set a time limit perhaps based on their con score? It would make for much better rp. No more killing->waiting->raising->story
Title: Re: Your overall preferences for the development of POTM
Post by: Norture on April 05, 2018, 09:21:35 PM
I really like the idea of a blackout system. Personally I don't care if there was a blackout waiting area, that's what I'd be doing in the dead realm waiting to be returned to life anyway. Troukk does have a good workaround though since that is a consideration. I hope the dev team considers it.
Title: Re: Your overall preferences for the development of POTM
Post by: gainreduction on April 08, 2018, 10:27:36 AM
I've always thought PoTM needs more dungeons.
Title: Re: Your overall preferences for the development of POTM
Post by: IrishIron on April 08, 2018, 03:13:23 PM
 I've also thought along with others when I was more active on potm that it needs more dungeons. Potentially bigger dungeons. Finding a dungeon that proves to be a 15 min walk before adding in pauses for rp is incredibly short and alot of that is backtracking as many dungeons have that sort of thing to make them seem bigger. Get key. Walk back to this area. Get key walk across map to other area. Repeat. Not saying that's bad but would love to see some more sizeable areas. Ive heard ppl talk about perf being loved as a dungeon because of how it is simply big. Has interesting enemies in good numbers that u have to take out as fast as possible. Etc.
Title: Re: Your overall preferences for the development of POTM
Post by: Silas Rotleaf on May 12, 2018, 11:27:55 AM
I know this would be a massive undertaking but maybe along the same veins as more content, more non-combat/RP intensive dungeons and more dungeons would be add another playable domain please (someday)?
Title: Re: Your overall preferences for the development of POTM
Post by: Keyser on May 12, 2018, 01:12:32 PM
My short list would be:

1: Moar dungeons with more interesting monsters

2: Revisiting 100's of empty/unused areas and add reasons for people to visit. (Even just a tiny bandit cave or werewolf cave or something)

3: Blackout System similar to the one used on Escape From Uncertainty. Makes for great rp tool for kidnappings/conflict

4: More character closure events with heavier consequences for actions. (I'd even like to see "Respawn" Deleted 100% but thats just me)

5: More DMs / More Minor DM Interractions. (Its amazing how far something as small as possessing a monster in a dungeon can go for a player)

6: Scripted "Random Invasions." A previous server I played on would do this where every so often a server atmosphere message would broadcast (but only in region around x town or village. The script would say something like "Farmers have reported a band of marauders is attacking the X" and players would show up, there would be about 20 mins of spawns of varying levels appropriate for the area and then after the last one died, there'd be a couple boxes that would unlock full of random healing pots and other low level supplies. For this server it could be random night of the living dead events, bandits werewolves or whatever else might fit. The idea was using scripted events to "Pretend" there were DMs running stories even when the team is otherwise very busy working on their various projects. These were minor but added huge flavor and a feeling of Life to the world.
Title: Re: Your overall preferences for the development of POTM
Post by: Rynn on May 12, 2018, 02:55:08 PM
^ What he said.
Title: Re: Your overall preferences for the development of POTM
Post by: Iridni Ren on May 12, 2018, 03:12:32 PM
Respawn seems almost exclusively for very new characters, so I would not want it to go away. Doing so would have a much greater impact on new players than old, and those are who the server is already the most difficult for.

It would seem to me to be a real bummer to ask a lot questions in Discord, think a lot about a brand new PC, go through the process of creating her, watch the cut scene...and then die right away. Yes, you can opt for a rescue, but that involves a lot more waiting around not being able to get started playing.
Title: Re: Your overall preferences for the development of POTM
Post by: Meriana on December 05, 2018, 02:31:38 PM
I think it would be neat to have (in no particular order):