Open areas for all?

OOC discussions directly related to Dasaria.
jawsofhana
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Post by jawsofhana »

Another way to solve it is to create dynamic difficulty spawns with triggers. I honestly don't know how easy/hard it is to make, so it's just an idea. The area trigger would spawn the monster of the same level as the highest party member. Is there a way to set a level of a monster dynamically?
This is really not a good thing. The few servers who used this in NWN1 had a lot of issues with high level players running through the zones leaving impossible monsters for other people who came through.

If the game had supported instances, this would be a good idea, but not with the level span we get here.
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Post by ChikenKannon »

Because powerlevelling doesn't really work.. if a high level person is in a group with a low level person and they go into a high level area, the low level person will get very reduced exp, won't he? Also, the low level person will likely get fried soon enough in the crossfire. Especially with the new hardcore rules in place.
Actually you gain MORE xp in certain cases. It seems that you gain XP based on the lowest level in the group and then it's split between the members. In one instance I was level 10 and I believe Cid was level 6ish, alone I gained 20 xp per kill (Kalam) with Cid we each gained 28 xp. So if this is true and not me just being high, you can be we'll see an influx of a level 1 hiding behind a level 15 and both gaining 1/2 of an impossible con XP wise. (98xp if I'm not mistaken).
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The_Four_Horsemen
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Post by The_Four_Horsemen »

jawsofhana wrote:
Another way to solve it is to create dynamic difficulty spawns with triggers. I honestly don't know how easy/hard it is to make, so it's just an idea. The area trigger would spawn the monster of the same level as the highest party member. Is there a way to set a level of a monster dynamically?
This is really not a good thing. The few servers who used this in NWN1 had a lot of issues with high level players running through the zones leaving impossible monsters for other people who came through.

If the game had supported instances, this would be a good idea, but not with the level span we get here.
I too played on a server where the spawns would scale, there was still a range of difficulty tho. For example if a lvl 40 char went into a lvl 1 area. instead of spawning 4 zombies, 15 would spawn. In other places there seemed to be a pool of monsters with a min an a max, and depending on the party rating some variation of type and quantity would spawn.

The server also had the rule that you didn't leave spawns around. If you spawned it you killed it, or got help from others (best effort). The DMs were always creative in reminding players about this if they "forgot" especially if it was a high lvl passing through a lower lvl area.

I think shouts are disabled here, but one thing that would happen because there was an XP/gold penalty, players would request ( shout once wait and talk via tell after that ) a rescue. Working this into RP was a challenge, but it did result in rescue teams forming up and going in to save the group lying on the floor. Sometimes the DMs would use this opportunity for more impromptu surprises for the rescuers.
BeyondRedemption
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Post by BeyondRedemption »

If I recall correctly there were scaled spawns in Das 1 and they worked just fine.
Grayle
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Post by Grayle »

I enjoyed scaled spawns in Dasaria 1. I'd like to see more randomization with spawns. Sometimes, you get a bugbear zerker, a shaman and a tank. Sometimes you get three Zerkers. Sometimes you get a single Bugbear hero-type. That sort of thing.

Random and scaled spawns both fine with me.
Xira
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Post by Xira »

I wouldn't mind seeing randomized spawns, but I think areas should remain level restricted. Scaled spawns...eh I dunno. On hte one hand it would keep quests fresh, on the other it would make sneaking a quest all but
'impossible' as charecters would be required to kill their spawns.
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Post by BeyondRedemption »

Xira wrote: as charecters would be required to kill their spawns.
Since when? Wasn't a requirement in Das1 and it worked just fine. Also, I'm not talking about removing the level caps.
White Wolf935
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Post by White Wolf935 »

currently, the playerbase and the lack of dm client, makes exploting a fundamental way, powerleveling by a higher character raiding the bugbear cave farming the journal book would allow a potential lower level char of the same account to powerlevel easily done.


it do however restrict roleplay.
but as it stands i agree with the choice to close-down the area's for the sake that the dm's cant enforce it as it is. and since i've seen people encourage ways around quests of their suposed attending, just like how a large potion of the people are useing the guards at the city gate to do their bear and boar killing, and exploits openly as if its suposed to be that way. i would say fully such heavy restrictions are in need of place to ensure the overall experience is fair for everyone.
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Post by Kazak »

I would really like to see the guards/NPC killing doesn't leave any loot behind. There would need to be a party formed to go wack the "big one", or a lower level player would have to higher a higher level character to do the bidding for him.
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Post by Mon-da-oth »

White Wolf935 wrote: just like how a large potion of the people are useing the guards at the city gate to do their bear and boar killing, and exploits openly as if its suposed to be that way. i would say fully such heavy restrictions are in need of place to ensure the overall experience is fair for everyone.
I would like to see those NPC guards kill the characters that bring the boars and wolves towards the gates.
Greensleeves
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Post by Greensleeves »

Mon-da-oth wrote:
White Wolf935 wrote: just like how a large potion of the people are useing the guards at the city gate to do their bear and boar killing, and exploits openly as if its suposed to be that way. i would say fully such heavy restrictions are in need of place to ensure the overall experience is fair for everyone.
I would like to see those NPC guards kill the characters that bring the boars and wolves towards the gates.
Hah! I like the idea that the guards will keep goblins and wild animals etc. out of town. Though I agree fully with Kaz, if the guards kill them, they shouldn't drop anything.
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Post by Kazak »

Mon-da-oth wrote:
I would like to see those NPC guards kill the characters that bring the boars and wolves towards the gates.
Sad part is, there are only a few that do (or at least I hope just a few). A lot of low level characters run to guards for protection and not the exploit. The simplest thing would be is to not get the loot from the encounter that an NPC touched at least once. Because if you bring a bear to the guard and deliver the final blow, you do get experience for that AND a pelt.
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Vain
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Post by Vain »

I think the solution here is just to add some more overland areas with monsters and quests like North Caer. I'm sure that such areas are planned. :)

Edit: also as far as the guards wacking the bear then PCs looting the pelt I agree its lame. Though I can't say that I haven't accidentally engaged the bear then ran to a guard for aid. After wards I thought it would be wasteful not to use the pelt. :wink:

Another thought is to make the wondering guard who patrols the path outside of the gates much weaker. The vast majority of the time I see people train the bear to him as the bear can kill most characters on the run back to the city gates.
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Post by Mon-da-oth »

Its much more fun to bait the bear through the farmlands mauling characters as it goes. :evil:
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Post by JaeEleutheria »

Grayle wrote:I enjoyed scaled spawns in Dasaria 1. I'd like to see more randomization with spawns. Sometimes, you get a bugbear zerker, a shaman and a tank. Sometimes you get three Zerkers. Sometimes you get a single Bugbear hero-type. That sort of thing.

Random and scaled spawns both fine with me.
If you mean scaled spawns like the minotaurs above Dragonwatch/Strange Ruins in Das1, yeah I liked those. they were good for multiple levels to try.
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