Author Topic: My ideas for a long term 'fix' for rp xp and many other things in general  (Read 650 times)

Ryltar/ Robert Archer

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Regarding this topic http://www.nwnravenloft.com/forum/index.php?topic=3690.0;topicseen I think its hard to really say where I stand on this matter, but my following idea while obviously very work load heavy for any of the devs and dms i think for a long term possible solution to aiding things on the server for many factors. I'll try to be as clear as I can for my ideas, and try to give where I can my feelings of both pros/cons of each point so here goes!

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1) Rebalance the whole server so that 2nd level characters can start in any domains and major hub points for local pcs and even outlanders

   --What do I mean by this? For example, lets take the current 'main hub' Valiki, as it stands now to me it seems quite unbalanced in the area of dungeon distribution. Case in point the outskirts mler crypts, as it is now the lvl range goes somewhere between 2-10/12 or so at the deepest parts for xp gains and spawn rates, to me this seems really odd given there is a hope to have mid-high levels not always hang around this area.

   --So my idea for this example is simple, cap the spawn ranges and loot to level 6 or so at he highest spawns, loot too found would only be viable to someone in that range. For the same point have the valiki sewers balanced for at most a level 6 cap (its pretty close to that now sorta but still) same with the city. From Valiki then circle out a range of dungeons now in place to increase outwards in an east-west direction north-south etc so that as you get further out it caps out somewhere about level 12 or so.

   --Now to some degree this is already the case, but in my case of east-west what i mean here is take the zeklos crypts? That place as I said in another thread is a PURE JOKE in challenge compared to the outskirts crypts, even at its highest spawn that i seen i've tackled it with a group of level 4's with a good party mix and talents and the loot was still terrible where as this same group i was with was utterly slaughtered by the high spawns in the outskirts crypts facing far worse (see what i mean here?) and the loot was better to boot

   --So basically by the time you get out towards zeklos lands in my sugetsions above the level range should be suitable for a group of level say 6+'s and (if/when) krezek is put in again have it suitable for a starting gruop of level 2's and then circle out by a few maps so again the balance is reached by Zeklos lands to be for level 6+

    ---The same said for valiki to midway and barovia village to midway, by the point you get to midway the level balance for any dungeons in that area should be suitable for a level 8+ party (to some degree it is but even on a high spawn i seen level 4's slaughter their way through that shady forest near midway ditto for orges somewhat)

    ---Same deal here with barovia village, start it for level 2's maybe 4's to base out of there circle out that so again by the time you reach midway its suitable for level 8+'s etc

    ---The same for the port, harikir etc all the other domains again let the ability to have local native pcs to these region be able to START and THRIVE there without the need to travel so much or get lugged around etc by higher levels i'm pretty sure if native port dwellers could start a new character there without ever stepping foot in barovia there AND being able to thrive etc would be a shift in the server to these places.

   ---What I mean here is that generally speaking as I view the various books of 2nd ed and 3.x ed ravenloft seems to be most adventures are meant for capping out at the level 16 or so range now i'm not suggesting really a level cap to 16 but thats a whole other matter.

   ---Now with regards to other domains like blaustein and perfidus? I never really been there so I could see many of those being setup for more level 10+'s etc maybe 15+'s from what i hear thats sorta the case now but having not been there much i cant say

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I guess at the heart of what I am saying here is if WE could as a community revamp the server like this to encourage more native starting points and balance and allow even outlanders to start in other places sides valiki i think personally it would open a whole new view and exploration to the server's areas as a whole, now maybe I'm wrong i'm not sure but i have talked to a few folks of this idea and while we all agree such an undertaking would be massive for the dev and dm teams i think if it could be done over time it would be a big positive for the server, after all being able to say 'hey you can have a native pc here start ANYWHERE and thrive in like 50%+ of the server' would be a BIG advertising point

Thoughts on this?

RedwizardD

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I'm not sure i completely agree with the forced scaling but creating 'starting zones' in other domains would be a signifigant improvement for certain. Then everyone can start where they wish to, and everyone can be where they wish to. If mobs and areas are added to adjust for people of different ranges being in all regions even better. It would mean the population could safely be diffused through out the server since new characters could turn up anywhere without needing a mid-high level escort.

BahamutZ3RO

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I'm not sure i completely agree with the forced scaling but creating 'starting zones' in other domains would be a signifigant improvement for certain. Then everyone can start where they wish to, and everyone can be where they wish to. If mobs and areas are added to adjust for people of different ranges being in all regions even better. It would mean the population could safely be diffused through out the server since new characters could turn up anywhere without needing a mid-high level escort.

In theory this sounds good but people have a tendency to flake out. I think Vallaki will continue to act as a magnet just because that's where people expect people to be.
: )


aprogressivist

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I'd quite like to see a whole-range level re-design on this server, but unfortunately you're talking about a lot of work... it's really up to the Devs...
“Moral wounds have this peculiarity - they may be hidden, but they never close; always painful, always ready to bleed when touched, they remain fresh and open in the heart.”
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Ramika

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I'd be happy with various 'start location' choices, myself.

(and a caravan to tser...hinthint. ;) LOL)

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