The World of Layonara

The Layonara Community => General Discussion => Topic started by: Pseudonym on September 01, 2010, 09:14:42 am

Title: Ideas
Post by: Pseudonym on September 01, 2010, 09:14:42 am
Was just reading akata's post and Dorg's responses ... to be truthful, got me a little disheartened. One of Layo's longest serving players (and world leaders) obviously not happy about some things ... anyways, you can read that thread.



I really want to write a long, well-written post with lots of good ideas and an accurate, sensible summary of some of the thoughts that are in my head ... that said, I don't know where you guys get the time!



I was going to jump on tonight and had a peek at the server status .. again, only 2-3 characters on across both servers. I ended up watching TV and playing Bejewelled on Facebook. Unfortunately, that is becoming the preferred option more and more often - and it seems like not only for me?



Why?



I have my thoughts on the matter ... forgive me they aren't couched in loquacious (*nods to darkstorme*) paragraphs. Hopefully the gist is clear.



1. More scheduled quests please! I know GMs are doing it on a volunteer basis, I get it, I do. I did it for a couple of years and know sometimes you really can't be bothered or RL is busy or you'd rather jump on as a player ... but 2-3 a month is achievable, no? How can you incentivize the running of more quests for GMs? Give them XP for their chosen character for their time spent running quests? I certainly wouldn't begrudge a GM earning the same XP for one of their characters at the same rate my character does attending the quest they spend their time running. I don't know ... maybe others have got some ideas to encourage GMs to run quests?



2. Please change existing areas every now and again. Just a tweak, that's all I need. Does it take that long to shift a spawn two inches over? Add another goblin archer around the corner there, some warhounds with the hobgoblins there, a trap in the minotaur caves, a vampire in with the mummies, a treasure chest here, a carrion crawler there, whatever ... I contemplated making (another) new character the other day and had the thought if I have to run them through the same 100 areas that I have done literally hundreds of times previously with other characters I will seriously do myself in. I'd do it myself, honestly I would but ... *hugs his Mac*



3. Less rules, more fun! I have played here for over 4 years and I don't know the rules anymore. If people wanna make a goblin to join in on Lonn's gobbie night, go ahead! The will system and inter-character transfer of assets and house remodels and restricted classes and 4 CDQs to move from A to B and 2 CDQs to change from Y to Z ... I dunno, maybe it's just me but i'd rather play with 20 people, half of whom play as NG when their approved alignment is LG than play with one person who plays their alignment by the letter of the law. If someone is ridiculous with relaxed rules, kick em out ... but do the excesses and abuses of the past have to erect these impossible barriers for entry for new players?



4. More positions for characters! Ongoing responsibilities! Ability to change the world! I know this has been gone over numerous times elsewhere ... don't think there is an easy answer and I understand the lore books are to be released at some point and lore needed to be crystallized at some point and for various dramas lore has had to be re-written but it is a little demoralizing. I think Acacea has written about it elsewhere, all the challenges of the world are these new things that for whatever reason weren't a danger to everyone last week? WLDQs especially. I don't want to go into the ins and outs of all the WLDQs of the last few years but prior to Blood's fall the WLDQs run seemed to affect existing plots and people ... now it seems as if each WLDQ tackles a newly introduced foe so as to not affect existing lore? Fenrir's mithril-eating Balamti? Never heard of them prior to his WL. Daniella's unhappy God. Was it a concept that was created for her WLDQ? Alandric's child of chaos? Never read about him in lore. If other WLs agree, maybe this topic is better taken into the WL forum for dissection?



5. Re-attachment of DTs. Again, it's been spoken about to death elsewhere ... but again I keep coming back to how many of those players/characters now gone due to their character perming would have remained versus those people who remained because of the existing DT system? I'd put money down that the former is more numerous than the latter. Ark is on 9 tokens, if/when he loses No 10, there (most probably) goes yet another player.



Please read this as written from the perspective of a player who wants to get excited about Layo again. Do they read as criticisms? I don't mean them to be. Read them as from a player who wants to look at the server status of a night and jump on and go for a run with a dozen others on west or a different dozen on central.



Dorg, I don't need a response from you individually addressing these points, it's cool.
Title: Ideas
Post by: miltonyorkcastle on August 31, 2010, 10:28:37 pm
As a side note, the next update, which is coming soon enough, should make networking and finding other folks with whom to trade a bit easier. I can't really offer any details at this juncture, but I can say that I think you'll like where this one is going, especially in the case of your new character.
Title: Ideas
Post by: Dorganath on September 01, 2010, 09:46:13 am

   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Pseudonym
               View Post
            

            
1. More scheduled quests please! I know GMs are doing it on a volunteer basis, I get it, I do. I did it for a couple of years and know sometimes you really can't be bothered or RL is busy or you'd rather jump on as a player ... but 2-3 a month is achievable, no?

         
      

I agree completely.




   
Quote:

   
   
      
   
   

         
            How can you incentivize the running of more quests for GMs? Give them XP for their chosen character for their time spent running quests? I certainly wouldn't begrudge a GM earning the same XP for one of their characters at the same rate my character does attending the quest they spend their time running. I don't know ... maybe others have got some ideas to encourage GMs to run quests?
         
      

You won't, but there's plenty who already believe GM players already get special treatment.




   
Quote:

   
   
      
   
   

         
            2. Please change existing areas every now and again. Just a tweak, that's all I need. Does it take that long to shift a spawn two inches over? Add another goblin archer around the corner there, some warhounds with the hobgoblins there, a trap in the minotaur caves, a vampire in with the mummies, a treasure chest here, a carrion crawler there, whatever ... I contemplated making (another) new character the other day and had the thought if I have to run them through the same 100 areas that I have done literally hundreds of times previously with other characters I will seriously do myself in. I'd do it myself, honestly I would but ... *hugs his Mac*
         
      

One area? not long.  Hundreds? Dozens even?  Way lots of time that I don't have, especially when you factor in considerations of balance, making something suddenly overwhelming, etc.



But this is something I've been wanting to do when time allows, just don't expect them to be common or far-reaching....and don't expect me to announce them.



Oh...and there's some new stuff coming, and low-level stuff too, so perhaps starting that new character with the healthy fear of death isn't such a bad idea.




   
Quote:

   
   
      
   
   

         
            The will system and inter-character transfer of assets and house remodels
         
      

What does this have to do with playing and having fun?  But if you want me to be honest, I'd just as soon say "no wills, no house transfers and no remodels."  The "barrier" to these things has to do with the administrative overhead it takes to manage them. You see them as rules. I see them as services, and provided for the continuity of RP.




   
Quote:

   
   
      
   
   

         
            5. Re-attachment of DTs. Again, it's been spoken about to death elsewhere ... but again I keep coming back to how many of those players/characters now gone due to their character perming would have remained versus those people who remained because of the existing DT system? I'd put money down that the former is more numerous than the latter. Ark is on 9 tokens, if/when he loses No 10, there (most probably) goes yet another player.
         
      

We have a way, but I assume you're talking about a mechanical way.  If that's the case, then you may well have a long time to wait. I'm not trying to be insensitive or anything...just stating the reality of it all.




   
Quote:

   
   
      
   
   

         
            Please read this as written from the perspective of a player who wants to get excited about Layo again. Do they read as criticisms? I don't mean them to be. Read them as from a player who wants to look at the server status of a night and jump on and go for a run with a dozen others on west or a different dozen on central.
         
      

Fair enough. But of course you realize also that some of this goes to the players. We have fewer players today, so you're going to have fewer people online at any given point.  Using the forums to organize something has been very successful in the past, why not try that route?




   
Quote:

   
   
      
   
   

         
            Dorg, I don't need a response from you individually addressing these points, it's cool.
         
      

Of course not, so I just answered a few.
Title: Ideas
Post by: Unknown User on September 01, 2010, 10:05:13 am
Good post Pseudonym.. even though I think I felt pain to click the "thanks" button.



Just to add to the things you touched on...



GM activity.. I understand RL comes first always. (As it should!) I totally get that they need breaks and time off.  But if the "break" keeps going for months maybe they should step down or be removed from the GM roster? Maybe that would get a few more quest on the calender? I myself have never been a GM and have always said there is no way I could do it. But I watched my husband work all day, do schooling at night and still try to get his responsibilities as a GM in each day as well. So I know it how hard it can be.  So if it gets to be to much .. let someone else step up and help with the work load for a while.  



Sometimes looking at the character submissions make me cringe....  



Your are putting in for a character to play in a game.  Not submitting a job resume.   If it was not for the help of my husband and/or son with each one of mine I would not have put in for any of them.  There have been many times I have thought putting in for a new character but do not want to have to deal with the process of actually getting them in game.  



 It is just sad to watch new people stop in and put in for a character then see the response that they need to rewrite or hash out more details so they do not even bother.  I understand asking for the basics on the new character but is so much detail really necessary? Not everyone is writer.  We want more people in game playing and rping.
Title: Ideas
Post by: miltonyorkcastle on September 01, 2010, 12:42:02 pm

   
Quote:

   
   
      
   
   

         
            I was going to jump on tonight and had a peek at the server status .. again, only 2-3 characters on across both servers. I ended up watching TV and playing Bejewelled on Facebook. Unfortunately, that is becoming the preferred option more and more often - and it seems like not only for me?
         
      

As Dorg points out, we simply have fewer players, and legitimate reasons for this have already been cited a dozen times in the past, including the age of NWN, the cap on growth due to the limited amount of GM resources we have, as well as the common play-styles here. It's this latter bit on which I'm going to expound for a paragraph or two (or ten ).



I identify three types of "players" (and subsequently play-styles) we see here, and I'm sure there are other ways to view this, to label play-styles, etc, but bear with me as I explain where I'm coming from. I need to define a few terms before going into the player types:

-Mechanical Achievement: Just like it sounds, this has to do with gaining levels and gear. It also includes crafting and other sorts of mini-games that aren't directly related to story or social interaction.

-Social Achievement: This has to do with both IC and OOC community involvement. Things such as building friendships, IC marriages, and starting PC organizations all fall under the category of social achievement.

-Worldly Achievement: This has to do with advancement and recognition in the player world. Political power, secret knowledge, building temples, destroying temples, monuments in your character's name, being the best swordsman in the world, and new inventions are just some examples of worldly achievements.



1) The Casual Role Player: This player likes to pop in on a regular basis and immediately start interacting in-character. The type of interaction is not as important as the interaction itself. Casual RPers tend to have a variety of characters at their disposal (but not always), and play them according to their mood. The Casual RPer is often just as satisfied, if not more so, by social achievements as opposed to mechanical or worldly achievements. However, if the casual RPer feels that mechanical achievements are necessary to keep up with their social circle, he/she will usually put forth the effort to raise their mechanical level, if only so that they can hang out with their social group. Likewise, if the mechanics shift downward, say with a fresh group of new characters, the casual RPer is also likely to start a new character that can mechanically fit with the group. This is the group that laments the drop in number of players the most, as this game is a social outlet for the Casual RPer more than anything else. Casual RPers also find it difficult to attain worldly achievements because they can't always attend scheduled events and prefer social interaction to writing lengthy PMs. Any new IG content finds bashing or praise based on whether it supports the social atmosphere the Casual RPer desires.



2) The Event Role Player: This type of player seldom likes to just pop in and hang out. When he/she gets IG, there is a purpose specifically relating to a character goal- it's about the story and the character more than social interaction. Even when they appear to be "casually role playing," the interaction is usually part of a plan to further their character's agenda. These folks get IG for scheduled events like quests and guild meetings, but otherwise are rarely seen IG. The Event RPer stays active via PMs and posts and enough plotting and scheming to both excite and burn out GMs. The Event RPer seldom has more than two characters, and usually only plays one with any regularity. Worldly achievements matter most to the Event RPer, and the Event RPer will pursue mechanical achievements for the sole purpose of completing their worldly goals. Social achievements often mean little to the Event RPer, unless those social achievements somehow give the character an edge in his/her goals for worldly power/recognition. This group worries the least about the dwindling player base, though it is a concern, because they don't want the world to die and their achievements along with it. Event RPers use the video game interface as just that, an interface, and don't worry nearly as much about content additions/upgrades.



3) The Video Game RPer: This kind of player enjoys the atmosphere of a fleshed out world and dedicated characters, but expects a certain amount of recognizable mechanical achievement at a regular rate, and typically expects the story and in fact the whole experience of the game itself to be set within the video game portion, unlike Event and Casual RPers, who spend hours playing the game (writing CDTs, exchanging PMs, posting on the forums, RP via IRC) without ever logging into the NWN user interface. This type of player enjoys mechanical achievement the most, but with the added spice of story or social interaction. Of all the player types, this character minds "the grind" the least, and will happily slay a thousand of the exact same monster for hours. Killing monsters is fun, so killing a thousand monsters must be awesome, right? This type of player usually explores the world at a rapid rate, and attempts to "beat" it like you might "beat" or complete any other video game. When the game is beat, they move on, or find a new way to beat it (such as starting a new character). As NWN has aged, most players like this have moved on to better/updated video game experiences, but in a sense, many of us still play with this mentality, that the game is entirely encapsulated within your NWN login. Video Game RPers are most excited by new IG content and new areas to explore.



Naturally there is some overlap in the play-styles, some people fit into multiple player types (though I would say that you lean toward one as the dominant), and it's not unheard of for a person to switch from one play-style to another over the course of their RPing "career."



The team has tried now for the past few years to in some way cater to all three player types, and there are those that have (and continue) to argue that we should pick a type (without actually giving labels to player types) and stick to catering to that one type so that our resources aren't so spread thin. The Event RPer in us all wants more GM activity in the form of quests, the Casual RPer wants more people and a more relaxed atmosphere (such as easier character sub rules) for social gathering, and the Video Gamer in all of us wants more fun doo-dads and monsters to play with. We do truly try and give all the folks that like to play here, regardless of style, a good time, despite the limited resources at our disposal. Really, we need a team dedicated to each play-style, or each of the things important to that play-style, but we have one team, and a small one at that. I think you'll notice that as we focus on one thing, such as new IG content, other things get neglected, creating a pattern or cycle that has some measure of regularity: development, recruitment, questing, development, recruitment, questing, etc.



For the record, I'm an Event RPer, if you didn't figure that out already, heh.
Title: Ideas
Post by: Pseudonym on September 01, 2010, 07:42:50 pm

   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Dorganath
               View Post
            

            
... lots of words ...

         
      

Dorg, thanks for the response. My post was not meant to be so much about ideas trying to increase my enjoyment but, instead, ideas on how to help Layo NWN moving along and keep it as a viable and reliable feed of people into the MMO. My original thought was, the team are doing themselves a disservice with regard to player retention and (future) customer service and how can I help.
Title: Ideas
Post by: Unknown User on September 01, 2010, 08:24:34 pm
Excellent Post.



On New Player Recruitment,



I certainly agree that the submissions have gotten much more complex than they were before.  Of course I typically submit rigorously awesome bios that get quickly processed, sometimes as in the case of Grovel's submission way back, the long bouts of silence and deliberation have been frustrating.  It took 2 months to get a response back that if I changed "wolf" to "warg" and "no elven tongue for goblins", that it would have been greenlighted.  Had I not already had other characters to play at the time *and not known how incredibly freakin awesome this server is*, I might have jumped to another server.  



I feel that while making for much finer reading, the increased scrutiny has resulted in too much stress for what it's been worth, to both the players and the staff.  Right now we have multiple people withdrawing applications due to burnout, and many races unavailable for submission due to Approval Team workload.  This is a dangerous combination, showing that there is strain on both sides which inhibits the process.  I miss the good ol days when approvals were no more than a few sentences long and PRCs were more readily accessible upon submission. See the comparisons below, in my 2nd post of this linked thread.



http://forums.layonara.com/nwn-ideas...bmissions.html



RP never increased due to the changes.  RP never decreased after them.  All that cross-checking so many minor statements and snippets has done is to create better fantasy literature, and frustrate the non-writers in the process.  I recall my frustration when I would greenlight a CG dwarven fighter, only to have it rescinded and the player frustrated because he killed too many goblins in his bio, or when the process stalled because the submitter did not elaborate enough about the Dark Ages and how they affected them.  Consistency in Lore is great, up until it keeps people from playing.



If standards in submissions and CDQ requiements were more lax, the staff would zip right through them and we'd have lots more players.  (and that means active donors, as well as more potential active staff to recruit int he future)  I would rather log in to see a bunch of dwarven defenders that didn't have to take a cdq, then a select few that did.  Again, CDQ requirement requires active GM staff, more time, more commitment.  It has already been stated that the workload is too heavy, there's too much on people's plates, so the logical solution would be to lighten the load, lessen the portions.



On Player Retention,



If the Soul Mother keeled over and crumbled to dust, would that really be a bad thing?  So many times we're recruiting for a trip and keep hearing the same thing, "sorry, I can't go there.  Have only x amount of soul strands left and I dont want to perm".  Or I hear of a great unforgettable character meeting their demise, and their player drifting away from the server mere months afterward.  SS loss is demoralizing, and while it helps give some flavor to the RP of the server, I can't roleplay with my friends who don't play anymore.  I can't ever again drink with Cassius, invite Arkolio to dangerous areas, convince Skabot to join us in the Deep, join Varka against Rael, listen to the songs of Ayla Bineau, go gem mining with Boon & Voon Loom (the Bloomin' Loomin' Brothers!) or eat grubs with that little pink-haired girl.  None of this has been outweighed by the RP inpact of permadeath.  Instead, it's demoralized seasoned veterans who invested thousands of game hours, back again at square one.  That stings.  At that point, many gamers would rather try something new altogether than spend another couple of years just to get back to where they were.



Those have been the two key issues in my mind reading this thread.
Title: Ideas
Post by: Unknown User on September 01, 2010, 10:03:14 pm

   
Quote:

   
   
      
   
   

         
            

               Originally Posted by lonnarin
               View Post
            

            
If the Soul Mother keeled over and crumbled to dust, would that really be a bad thing?  So many times we're recruiting for a trip and keep hearing the same thing, "sorry, I can't go there.  Have only x amount of soul strands left and I dont want to perm".  Or I hear of a great unforgettable character meeting their demise, and their player drifting away from the server mere months afterward.  SS loss is demoralizing, and while it helps give some flavor to the RP of the server, I can't roleplay with my friends who don't play anymore.  I can't ever again drink with Cassius, invite Arkolio to dangerous areas, convince Skabot to join us in the Deep, join Varka against Rael, listen to the songs of Ayla Bineau, go gem mining with Boon & Voon Loom (the Bloomin' Loomin' Brothers!) or eat grubs with that little pink-haired girl.  None of this has been outweighed by the RP inpact of permadeath.  Instead, it's demoralized seasoned veterans who invested thousands of game hours, back again at square one.  That stings.  At that point, many gamers would rather try something new altogether than spend another couple of years just to get back to where they were.

         
      

You know Lonn, for many years I have been a stalwart defender of the SS concept without wavering... but I'm seeing the wisdom in your words, as well as many others in the last year or so. It seems like it might be time for some strong consideration for change. This is not due to SS shortage on my behalf either, I'm still currently sitting at only one lost and have another GP after over 4 years RL. I have seen too many people leave the server and never return though, which is sad. From a business standpoint with the MMO it seems like lost opportunity for revenue too.



NWN is old and it might not be wise to operate as if the influx of new players is never-ending. Every new player we bring in and retain, and every old returning player that stays is going to become part of the base for the new generation. I personally do not think retiring the Soul Mother is a bad idea in that context. Do we want to start our MMO with 20 players or 200?
Title: Ideas
Post by: Unknown User on September 01, 2010, 10:13:18 pm
I like most the ideas here, especially those about the Soul Mother and having her retire. Doesn't she get tired of the same old same old. Perhaps we can promote her.



However, what I would like to see most in upcoming releases are some fresh classes. Layo has some great ones, but it seems most things have been tried before. I find that the diversity of RP comes from the diversity of those professions our characters choose. Some new classes could help add some new RPing circumstances. Plus, I like just seeing the mechanics of classes, how they work in the world, what they can offer a party, and what they can't.
Title: Ideas
Post by: Unknown User on September 01, 2010, 10:50:38 pm
Well I could have an idea there, but I'm not sure how coding heavy it would be. And I think it wouldn't be that popular.



No permadeath, but if you die three times in said amount of time. You get a con drop to something ridiculously low for 48 hours and doubling the xp loss of what it is right now.
Title: Ideas
Post by: Unknown User on September 02, 2010, 12:46:09 am
as a replacement for the Soul Mother, why not up the amount of coin lost even going to negative values in your characters inventory and add a significant loss of XP if you die a certain number of times?
Title: Ideas
Post by: Unknown User on September 02, 2010, 01:01:05 am
I don't think it's actually code-able to go in the red in game, true wise.
Title: Ideas
Post by: merlin34baseball on September 02, 2010, 01:26:28 am
Hello Layo Fans,



As a fairly long time player I have struggled recently to log into the game. I'll list some of the reasons here to give everyone an idea why I just can't bring myself to log in much anymore...



1. My first character's friends have basically all permed or their owners have stopped playing, so now she's nothing but a glorified Inn owner. I log in to sell the occasional item, but I have no real RP reason to go out and meet new people, as she sort of leeds a sad solo existence.



(I know, some will say that she has to meet new friends... but there's a reason that she cannot that I will explain later (Please see points 4 and 5))



2. My favorite character has 9 SS losses, and as Lonnarin said earlier He cannot go alot of the places on the world for fear of perming without a very good group. So unless I completely trust the group I don't go. I refuse to be in a party that I have no idea how they opperate in combat. Just about every SS Chaynce has ever lost has been in a party due to bad tactics.



3. My play time is very erratic now due to a new job, so even right now when I might be inclined to log on and play there are 3 people on the server, none of which I would trust with his last SS. So what do I do? Read the forums and find something else to do.



4. I find myself grinding the only areas that I know he cannot die in, due to the SS thing. I am SOOOOOO bored with those areas it's unimaginable, but what else am I supposed to do? So I do that same ridiculous loop every time I'm on... NOT fun really. I know where every spawn is and exactly what's in the spawn. It's the only way I can keep my beloved character alive, but I guess is he really alive then? Not really.



5. Quests... I wish I could go on more, but I am unable to devote 3-5 hours straight to the game which leaves me completely out of any sort of plot related quest. Even when Daniella was just made a WL, Chaynce would have been there every step of the way with her, but I could only attend part of one session. Alatriel even told me once when I could make one of her sessions that I shouldn't come because the possibility of dieing was high... and I have 1 SS left... so I'm being shut out of his love's life because I have 1 SS left.



Some would argue that I should just risk it and let Chaynce perm out. You know what, I just can't do it after playing him for years, I just can't so I'm stuck fighting low level creatures for 5 XP each with him, which in turn perpetuates the cycle... That I just don't enjoy playing anymore.



6. Starting a new character... Welp, I have 6. You know what you do when you start a new character? That's why none of my new characters have gotten past tenth level, fighting in the same caves that I have fought in for years. Again perpetuating the boredom that I feel when playing now. Why would I want to go bash the same goblins that I have been killing for years? Granted a new character presents different RP opportunities, but... there has to be someone to RP with!



It also seems to me that there are certain groups that always adventure together... (which is totally fine) but if you have no idea when they are going on a trip it's basically impossible to meet up with them in game after they have started their journeys. And it seems that every time I try and make plans, something falls through and either I or an important member of the party is missing leeding to an aborted mission.



There is one reason I log in anymore, and that's when my son is over. He loves to play the game and we have a blast when we play together. When he's here I instantly have someone to party with and at least travel a bit and RP... but... him and I are in the same boat now, we have done the same loops so much that even he is bored with them and is losing his desire to play.



And I'm sorry, but I'm just not person to start spamming Tells asking everyone where they are and where they're going... it just seems unnatural. The best RP to me is when you randomly happen upon someone, whether it's a brand new level 1 PC or a 40th.



I've tried IG tells to people to get parties going, and frankly that doesn't work. Players are so scattered over the map that by the time a group gets together an hour has passed and that's half of my usual playtime, which leeds to guess what? Looping the same areas that are near by and quick to get done. And frequently I have been more often trying to send tells to get a group going, but it just doesn't seem to work. You get responses of... "oh I'm deep in such and such cave" or... "Wish I could but I have to log".



I'm just not the kind of player that can sit on a bench for hours and hope something happens. I want to be able to get in the game and go on adventures. Granted that means killing stuff, but some of the best RP happens at camps down in a deep dungeon, and some of the best RP happens before, during and after a battle. hat can I say? I like action with my RP.



I love Layo. Some of my best RP experiences have been on this server. My son was instantly addicted. But I'm finding it more and more of a chore to log on except when my son is here, and It's sad because I feel it affects other characters as well, the ones who know my characters. I remember how it felt when Tyrian's husband and her dwarven friends suddenly quit Layo. She was without any of the RP bonds that had shaped her into what she was and that basically killed her as a character.



Please know that I mean none of this critically. I have the utmost respect for everything that is done here, the hard work and the sacrifices that the team makes to provide us with this playground. I just wanted to give some reasons why I am (and have been for some time) frustrated to the point that I can't seem to log into the game, even when I really want to. When I really want to log in I look at the server status page, realize that everyone is on a huge run on central, and that I know no one on west...



Just a few thoughts, and thank you for reading,

Merlin34



Edit: I also know that I have offered no solutions here. Trust me I have thought long and hard about how to fix things and can find none. I only offer my opinion so that you enlightened folks can look at what is causing this for at least one player, and possibly someone will find the magic bullet that will restore my desire to play more, because I used to play everyday and truthfully I miss it!
Title: Ideas
Post by: Unknown User on September 02, 2010, 11:48:55 am
had a thought on this, the whole soul mother issue.



I agree death needs to mean something.  but right now, regardless of your SM roll, you get rezzed, or your grave and carry on, or wait at most one day before logging on to clear death effects.  however if you lose your SM roll, you fear danger that much more and we get player attrition.



What if, as another option to the SM roll, you could choose death effects that persist longer (purely an example, two or three hours per character level, and set it so it's regardless of logged in or not) along with the loss of the ability to get xp during that time.  So if you died, either roll against the SM with normal death effects/headstone and ability to be raised OR choose to wind up at your bindstone and suck up the recovery time, no raising allowed.



presumably characters would still avoid death and stupidity; choosing that option puts them out of whatever fight they were in and possibly affects their group if they duck out (and their personal character and religious ethics), plus they are rp only for at least a day and possibly a week depending.  but their soul strands would be intact and for a player on the edge it would let them take a trip once and a while.



I'm sure there are a thousand reasons why this won't work but nothing lost by suggesting.
Title: Ideas
Post by: Unknown User on September 02, 2010, 12:30:11 pm
Good concept. Except for that before you were here I think. We had a very long restoration period. Where it was like 10 or 15 minutes per level and if you logged out of the character it was 10 hours. That didn't please a lot of players, some had left because of it.



Also, I would foresee a lot of demands on the gm team saying. Hey I pressed the wrong key or click on the wrong option and got a SS. I wanted the other option. When in fact the player -could- have decided to tempt his fate and lost the dice roll. If an option like this is set, it should be 1 made clear that there will be no reimbursement of soul strands anymore. 2 The numbers of the options should not be sequential. Like 1 and 9. This way, there would be no possibility for the player to press the wrong key.
Title: Ideas
Post by: Unknown User on September 02, 2010, 02:07:54 pm
Death does mean something.  You lose half your gold, can't play for an hour and wind up being transported back to a bindstone hundreds of miles away from where you died.  Depending on where you were and how difficult it was to get to where you died, this could potentially ruin your whole night.  Say it takes me 3 hours with a high end party to get into the deep rift and some dark elves cannibalize me, I miss out on the gold I had, the adventure of the night, my interaction with my friends, the xp I would have gotten, the CNR we would have mined and the 3+ hours it took to get there.  That means something to me.



For those who want an added RP element from permadeath, just stop playing your character after you die a certain number of times.  LORE even keeps track of this for you.  That way those who don't like permadeath can get what they want, and those who do can as well.
Title: Ideas
Post by: Gulnyr on September 02, 2010, 02:21:34 pm
So this isn't an RP world anymore, where RP is the key feature and is intended to pervade all aspects?  It's just Diablo with more classes and a writing exam to play?  I missed the memo.



If death doesn't mean something in character, it's not Layonara anymore.
Title: Ideas
Post by: Unknown User on September 02, 2010, 08:54:27 pm
not entirely true (Edit: in response to Ionn or Lonn or whatever that letter is).  Edit: the player has kindly informed me it is an L - Lonn!  



most of us don't do major crawls with a lot of gold anyway and we tend to protect our pocket-pickers pretty fiercely.



clerics and raise dead scrolls make the bindstone trip a great deal less likely, especially in those big runs where people are prepared - so your actual, most likely downtime is about ten minutes, unless you are in a low-level group without either option - and in that case, finding someone to help you back to your grave is not that difficult and often the group will come get you and battle you back.



your point was and is that we don't need the soul mother at all.  I disagree - I only argue that another, less character-permanent option would bring more players back into the game, but the SM should remain in force as a choice (I'd roll her if I were in that deep group example you just gave, and my other option was three days cooling my heels).  If we wanted to play a game with no death repercussions, using the bindstone express when we wanted to get home in a hurry, we could all go play wow.  screw that.  



and yes, if SM went away and all that was left was gold loss and the current downtime, people would be committing suicide by monster as soon as they had finished their CNR run.  oh yes, they would.
Title: Ideas
Post by: Lynn1020 on September 02, 2010, 02:57:05 pm

   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Gulnyr
               View Post
            

            
So this isn't an RP world anymore, where RP is the key feature and is intended to pervade all aspects?  It's just Diablo with more classes and a writing exam to play?  I missed the memo.



If death doesn't mean something in character, it's not Layonara anymore.

         
      

This is the same debate we always have about the SM.  There are those that want to keep her and those that don't.  They have said they will not be changing it anyways.



But this will never be the Layo we were use to.  Things have changed a lot since the announcement of Layo ending and the MMO. Like Milty said...  There are different type of players.  There are those that like to log in and run for xp and goods. (Which was really hard for me to accept when the rules changed and it was allowed.)   Then ...there are still those that love to rp.  I was one of them.  But I think the key now is trying to keep the few players that are left.  What is so bad about letting them keep the characters they have grown attached to and have fun with them while they can?  Would it be so bad?  If you lost Jennara and everything you have work for with her would you really just start another one?  If so that is wonderful.  But some just don't have it left in them.  To them do we just "Well ...really sorry about your character but ... On well just make a new one or leave."  



I know several that would still be playing if they had not lost the characters they had grown so attached to.  The server I play on from time to time now has no perma death system and trust me... People do not want to die there either.  The only difference is I don't have to worry about loosing my character.
Title: Ideas
Post by: Dorganath on September 02, 2010, 03:11:14 pm

   
Quote:

   
   
      
   
   

         
            

               Originally Posted by RollinsCat
               View Post
            

            
and yes, if SM went away and all that was left was gold loss and the current downtime, people would be committing suicide by monster as soon as they had finished their CNR run.  oh yes, they would.

         
      

This has already happened in the past, far, far before the MMO announcement and even before the fall of Bloodstone.




   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Lynn1020
               View Post
            

            
The server I play on from time to time now has no perma death system and trust me... People do not want to die there either.  The only difference is I don't have to worry about loosing my character.

         
      

Perhaps you would enlighten us on how they deter death on that server?
Title: Ideas
Post by: Gulnyr on September 02, 2010, 03:29:13 pm
I want to apologize for my previous post's tone.  I shouldn't have been so sarcastic.  I think going to extremes is ridiculous, and completely canceling in-character consequences qualifies as an extreme, but that doesn't excuse my knee-jerk post.
Title: Ideas
Post by: ystrday on September 02, 2010, 04:25:55 pm
I have played on this server when the SM was on "vacation", and now with her alive and kicking. Being on this server for over 4 years like some here we have seen alot of people leave the server when they're character permed, or afraid to log on and travel afraid of their character perming.



I believe the team has tried to help people save their characters with the graceful plea system. My suggestion for the GP's, when it comes to asking soul strands returned not to be so specific. We all have 3 graceful pleas to use, and if we want to use it to return a SS, why all the specific information?



I could see if it was for a character rebuild, or swapping of feats. But if GP's are used for SS return, it should be, I the player would like Character A to use 2 GP's to return 2 soul stands. From what it appears now you need to answer all the 5 W's before you will be even considered to have them returned.
Title: Ideas
Post by: Unknown User on September 02, 2010, 04:37:32 pm
I agree on ystrday's idea on the GP's for SS's.  I think if someone wants to pass in 3 GP's for 3 ss's, so be it.  Whether they lost them for whatever reason, if they want to use them for a ss return, then go for it.  It's a limited amount of times it can be done anyways.



That being said, I still vote in favor of keeping the SM.
Title: Ideas
Post by: Unknown User on September 02, 2010, 04:59:26 pm
I've played on another server briefly were there was no permadeath system...you lost coin and xp only.  I left for a number of reasons including lack of rp but this one incident stuck in my head:  I saw this guy running through a really dangerous crypt filled with traps and died while in mid jog after running through the third trap.  It was bizzare and made the world seem less real to me.



I like the death token system but we need more tokens.  I say give everyone 20 instead of 10 and keep the GP system (like ystrday with no W's).  Those who have permed in the past can be brought back to life through some world changing event.



Another option which can be implemented with the above or by itself would be a feat that can be taken.  Slippery Soul:  Upon death you get to re-roll your soul mother roll if you fail it the first time.



Just some ideas
Title: Ideas
Post by: Unknown User on September 02, 2010, 05:59:36 pm

   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Pseudonym
               View Post
            

            
4. More positions for characters! Ongoing responsibilities! Ability to change the world! I know this has been gone over numerous times elsewhere ... don't think there is an easy answer and I understand the lore books are to be released at some point and lore needed to be crystallized at some point and for various dramas lore has had to be re-written but it is a little demoralizing. I think Acacea has written about it elsewhere, all the challenges of the world are these new things that for whatever reason weren't a danger to everyone last week? WLDQs especially. I don't want to go into the ins and outs of all the WLDQs of the last few years but prior to Blood's fall the WLDQs run seemed to affect existing plots and people ... now it seems as if each WLDQ tackles a newly introduced foe so as to not affect existing lore? Fenrir's mithril-eating Balamti? Never heard of them prior to his WL. Daniella's unhappy God. Was it a concept that was created for her WLDQ? Alandric's child of chaos? Never read about him in lore. If other WLs agree, maybe this topic is better taken into the WL forum for dissection?



5. Re-attachment of DTs. Again, it's been spoken about to death elsewhere ... but again I keep coming back to how many of those players/characters now gone due to their character perming would have remained versus those people who remained because of the existing DT system? I'd put money down that the former is more numerous than the latter. Ark is on 9 tokens, if/when he loses No 10, there (most probably) goes yet another player.

         
      

These two things I believe is most important... Especially nr 4...



Surely make the price for reattaching strands high, and surely make the bar of entry high for the player possitions. But really try to change these two things and I believe that getting players to stay, especially new ones will be easier. Granted that the leaders elected are able to keep things dynamic for the organizations they lead.
Title: Ideas
Post by: Unknown User on September 02, 2010, 06:01:00 pm
Another idea is to have the SMD roll not happen upon Death but after a certain time period or after respawn.
Title: Ideas
Post by: Erik K on September 02, 2010, 06:44:22 pm
just a few thoughts;





1.  I don't think it's actually code-able to go in the red in game, true wise.



why not give a character a non removable token, that works like a reverse quest?   you get the token, its worth a certain amount of negative gold, that gets deducted from your inventory.  when the amount is reached, the token does an auto destruct and you get to go psoitive again.  at the same time,  the token would serve as a reminder while you are replacing the lost gold and xp, that there are consequences to dying.



2.  So this isn't an RP world anymore, where RP is the key feature and is intended to pervade all aspects? It's just Diablo with more classes and a writing exam to play? I missed the memo.



to be honest, I appreciate your passion for this, but the way I see it, this server ~needs~ to have a large base of people with different styles.  some are imersive RPers, some are just casual players, but they all add somthing to the server.  even more important, while they may be people that may suck at RP, somones version of it or even just driuve you crazy.  they may also be important to people that you do like and enjoy having on this server.  the social networks here are a lot like a web, you pull one strand and you leave a glaring hole.



3.  layo has changed



yep, when I first came to this server, it was exciting and wide open.  I could not believe it, I had seen worlds, where static was the rule and nothing changed.   I could not believe it when I  first heard of layo.  saddly though, that seems to be the direction Layo is going.   when I was a PnP player, we called it falliing in love with youre world or plot line.   DM's would stop taking feed back and just run with an idea and/or refuse to change things, till people got bored, frustrated and left of revolted, no matter how good the initial premise was.  



why is this important in the long run for the MMO?  folks this is your chance to practive your managmenet styles and customer satisfaction before walkinginto the big leagues.  the way I see it, layo is in compteition for players with other servers, like Aerlith (huge base) and amia, just to mention a few and this is a  great time to see what works and what doe not when it comes to keeping player happy and on line.  I would really love to see this succede, but it seems like the world  has become static and changes are like pulling teeth these days.  I can accept the idea that there is not perfect world and you have likely have a deluge of requests for change, so I dont envy your choices.  but it also seems like the player base is dropping significantly and you have a lot of unhappy players, so it seems like change is necessary.
Title: Ideas
Post by: Lynn1020 on September 02, 2010, 06:57:28 pm

   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Dorganath
               View Post
            

            


Perhaps you would enlighten us on how they deter death on that server?

         
      

Nothing happened if you are raised.  If you respawn you loose gold, xp and taken to where the last place you bind.



Edited to add:  I should add that I totally agree that there should be a consequences for dying.  I just do not think losing your character should be it.  Some are really lucky with the roll against the SM others are not.
Title: Ideas
Post by: Dorganath on September 02, 2010, 08:24:38 pm

   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Lynn1020
               View Post
            

            
Nothing happened if you are raised.  If you respawn you loose gold, xp and taken to where the last place you bind.

         
      

What sort of quantities are we walking about?  Also, is it possible to lose a level by the XP loss?




   
Quote:

   
   
      
   
   

         
            

               Originally Posted by SteveMaurer
               View Post
            

            
I hesitate to even consider making any suggestions, because the leadership of this server thinks I dislike them (in truth, my only quibble is the tendency to take every bug-report as a personal insult).

         
      

I only have one quibble...making conclusions based on incorrect assumptions.
Title: Ideas
Post by: Unknown User on September 02, 2010, 08:34:38 pm

   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Erik K
               View Post
            

            
just a few thoughts;





1.  I don't think it's actually code-able to go in the red in game, true wise.



why not give a character a non removable token, that works like a reverse quest?   you get the token, its worth a certain amount of negative gold, that gets deducted from your inventory.  when the amount is reached, the token does an auto destruct and you get to go psoitive again.  at the same time,  the token would serve as a reminder while you are replacing the lost gold and xp, that there are consequences to dying.



2.  So this isn't an RP world anymore, where RP is the key feature and is intended to pervade all aspects? It's just Diablo with more classes and a writing exam to play? I missed the memo.



to be honest, I appreciate your passion for this, but the way I see it, this server ~needs~ to have a large base of people with different styles.  some are imersive RPers, some are just casual players, but they all add somthing to the server.  even more important, while they may be people that may suck at RP, somones version of it or even just driuve you crazy.  they may also be important to people that you do like and enjoy having on this server.  the social networks here are a lot like a web, you pull one strand and you leave a glaring hole.



3.  layo has changed



yep, when I first came to this server, it was exciting and wide open.  I could not believe it, I had seen worlds, where static was the rule and nothing changed.   I could not believe it when I  first heard of layo.  saddly though, that seems to be the direction Layo is going.   when I was a PnP player, we called it falliing in love with youre world or plot line.   DM's would stop taking feed back and just run with an idea and/or refuse to change things, till people got bored, frustrated and left of revolted, no matter how good the initial premise was.  



why is this important in the long run for the MMO?  folks this is your chance to practive your managmenet styles and customer satisfaction before walkinginto the big leagues.  the way I see it, layo is in compteition for players with other servers, like Aerlith (huge base) and amia, just to mention a few and this is a  great time to see what works and what doe not when it comes to keeping player happy and on line.  I would really love to see this succede, but it seems like the world  has become static and changes are like pulling teeth these days.  I can accept the idea that there is not perfect world and you have likely have a deluge of requests for change, so I dont envy your choices.  but it also seems like the player base is dropping significantly and you have a lot of unhappy players, so it seems like change is necessary.

         
      

I'm pretty sure that even with an item, you can't get the system to show you a -78 gold for example. It's how the system for the gold is.



I did think of something.



Let's keep the SM, but!



let it starts only at level 15, with a few more strand that it has now. And let's reduce the chances of getting one on the rolls. This way, yes you still have a chance to get one, but a smaller one. And you get to keep you character longer. Happy middle ground?



But truly I think that what once made layo unique is this. There was a time where seeing a week filled with quests or events were the norms. And I'm not just talking of a quest or event a day, but many a day during the weeks. The Gm base hasn't really shrunk, from what I remember. But what they have to do has tripled which in the end, makes them less available to do the GMing stuff.



Second, I know it's been talked about, and I know there has had a good amount of work put into it, due to lore changes. But trash the two starting point. Bring back only one starting point, and if it can't be Hlint. Set it up at the Stormcrest.
Title: Ideas
Post by: Unknown User on September 02, 2010, 08:54:27 pm
With Milty's example of the three different kinds of gamers, I agree.  I think I used to be more of a casual player, and over the time I've been here have become more of an event rp'er.



It's still fun on occaision to look over and say "holy cow!  I'm actually getting xp for this!"  and yes, when getting close to that next level I still get that desire to go and get the leveling done.  However, the amount of xp that triggers the "must go get xp to level" feeling has gotten smaller and smaller.  Where it used to be "Oh, it's only 150k, I can get that easy this week." it's more of a "oh wow... I only need 15k.  That sort of snuck up on me."  I personally would like to see less xp for killing creatures and more xp for rping.  I would like to see more PC driven activities and more available lore.  When asking a question on attempting to do something in character, rather than getting a flat answer of "no, you can't do that" I would prefer to get answers such as "Well, that doesn't fit with Lore... but this does, would this work?"  I know that the book is coming out with all of the stuff that we want, but, like the MMO, we don't know when.  I don't think that giving a little more information now will hurt book sales.  Personally, I want to buy the book to have it on hand for reference.
Title: Ideas
Post by: lonnarin on September 04, 2010, 12:06:59 am
Now steering this back to the original topic of the post, not one on death tokens, but on player enjoyment/retention, what I'd like to see and what would keep butts in the seats for the big show....



Bring back Goblin submissions.



Why so specific?  Because I have no less than 4-5 veterans an newcomers itching to make goblins right now for our tribe.  I have a weekly player event hunting group scheduled on the calendar with attendance numbers rivaling the actual GM quests.  I have a crew of awesome RPers who turn out every Friday night for our hunt, eager to join in the tribe officially, who are only stopped by the temporary ban on monstrous races from doing so.  And the tribe NEEDS them.  We are consistently just 1-2 active goblin characters short of forming an official guild that could be remedied with just 2 approvals and 6 character levels each.  I am EXCITED about this!



Nonac, Mangle, Grovel, Frakk, Frakk II, Green, Deacon, Eyebite.  We need to band together and make that official group!  We need to get on the ball, do the paperwork and get our names in the history books!  We have the energy, the drive, the RP and the party cohesion to really turn some heads right now.  We NEED to get organized.  



This is moreso what WE need to do than what the team needs to help with.  We need to use the player calendar to organize hunting parties, request Group CDQs to get our legacy truly out there, and pursue goals which advance our race worldwide.  Every time we throw this weekly event we have at least 4 goblins and around the same number of tallfolk who tell us they wish they could make goblins right now joining us.  Just like the Toranite alliance, this is an up and coming force that needs to be reckoned with.  Allowing for active recruitment of both veteran and new players would greatly help our cause... but I call upon all goblinkind, orcbloods and savage, naturey types to join us now and make this pipe-dream a reality.  We WILL be recognized, respected, feared and loved, by any means necessary!  *raises a tiny green fist*



And to my fellow Toranites, lets form an official guild.  And to my fellow Czukay Mansion dwellers, let's make an official guild!  And to the Dwarven Army, we have the guild hall, we have the numbers, lets do the paperwork!  Lets get official.  Let's turn some heads, change the world ourselves and shine as a beacon for others to join us, newcomers and bored veterans alike!



How can the team help us in this task?  For one, I'd like to see us green little monsters back on the table.  We're ready, we're willing, we're active.  I have 4 recruits definitely ready to make the leap into the submissions forum, just that they can't because new submissions are currently on hold.  I have at least every Friday primetime scheduled with good numbers showing that says we are entertaining, we get people playing, we make a difference.  One druid who showd up tonight made his character 4 years ago, and is ecstatic that he finally has an awesome group to team up with to finally surpass level 8-9ish.  People are wary throwing scheduled Friday Night Quests because they understand at least half the active timeslot is already with us.  And almost 1/3 the time we meet up, our awesome GM team pops in and helps make things interesting with impromtus and extra spawns around our hunts.



So what would please me greatly and help keep butts in the seats?  Let the goblins flow.  This is equally a request of all those active goblinkind in game and the team itself.  We're ready to step up.  Those heads, they are a-turning, so lets put on a show!



I'd like guilds to not need to have expensive guildhalls and dues to form.  Raising a large amount of money is a tough task, making a permanent guildhall for us to meet is stress on both us and the administrative team who would need to design and grant that hall, and the building teams resources which are better spent elsewhere.  Let us be brotherhoods, without the real estate.  We're wild anyhow.  Nature needs no building, in fact it is rather counter-intuitive to our ethos.  We are the horde.  We need neither lands, nor titles, nor real estate.  All we need is numbers, effort and conviction.



On that note, could we get an official greenskin forum group despite not having an official guild?  It would help us correspond with our folks across seas in different timezones, and organize our events.  I'd love to help administrate an official Wargpack forum for our loyal, greenskinned and green-allied players.
Title: Ideas
Post by: Unknown User on September 04, 2010, 01:31:08 am
I wasn't going to chime in, but I never really thought about making a monstrous character, nothing besides Halflings to be honest, since they're my favorite race. But being able to be a part of a group of the same race would be awesome, it would give me something that I would want to be a part of and give me a reason to play. I remember first becoming a part of the Angel's guild, trips were abundant, at least someone was in the guildhall at all times, now, it's just kind of slowed. Most of my favorite guild members have died off and there's not much going on, and that is partially due to my inability to initiate any trips or anything, I know and I don't blame anyone. But being able to be a part of the Wargpack would bring some excitement and belonging. Don't get me wrong, I love being a part of the Angel's Guild, but I wouldn't mind giving another group a try and see what it's like! Is the server waiting for something to happen in order for goblin races to be applicable again?
Title: Ideas
Post by: Unknown User on September 04, 2010, 07:21:41 pm
Going to post here while this thread is still luke-warm.  I do think the Death System is needed to keep play realistic, fun and heart-pumping.



I think the number of SS's should be moved from 10 to 20.  I don't know how the team originally came up with the number 10, but I don't think it was mandated by the gods.  For as much as most of us play it can be pretty easy to get up to 10 quickly.  Even if you're sitting at 7-9 it drastically affects your play style.  The thing is you have alot of established characters with much time invested that are fairly high level (say 15-40 level), but they have either already perm'd or they are sitting on 7-9 and difficult to play like that.  In other words, right about the time you get your character seasoned and start to fall in love with them, they become difficult to play because they are so close to being perm'd.  A move to 20 would help this greatly IMO, and would still keep things realistic and give consequences to death.  It would also alow perm'd characters and close-to-10 characters a chance to return adding to the player base.



Another idea that I just thought of was to take the randomness out of the Soul Mother roll.  Just say on your 20th death you lose a SS; on your 40th death you lose a SS; etc, etc.  That way we are all on the same playing field, and know one feels cheated by the dice.  When I say 20th death, that could be changed based on the percentage you chose (20th death basically equates to each death representing a 5% dig into one of your SS's).



Also, I agree that GP's for SS returns should be no questions asked.
Title: Ideas
Post by: Unknown User on September 05, 2010, 06:33:10 am
I don't often post in these discussions, but I feel that there is a chance that Layo may actually change now.  It needs to be refreshed, or dwindle and fade away.



Quests are the best thing about Layo.  Better then anywhere else and what make Layonara unique.  So we need more, General Quests, Series Quests, Plot Quests, CDQs, WLDQs, and impromptu quests.  I really like attend character development quests and impromptu's.  To me these seem to be focused on the roleplay and in-character the most, there is a reason the party is together, and the quest is just an extension of what they were doing, but with GM interaction.



The rest of the Layonara experience you can find on other NWN servers. Mechanically NWN-Layo is old and clunky with repetitive gameplay, its difficult for new players to start, to explore the world, to travel and interact with other players.  Other servers have looked at these kind of problems and developed their own solutions (go have a look a some of the other really good worlds). But get them into a quest series and I think they may get hooked.  I've been trying to get my local gaming group to join. After I told them of the great quests I had been on, and the adventures, four people showed interest.  One fizzled early. One is still trying to learn NWN.  Two managed to submit characters.  One managed to get through submission and into the game.  However, he found a big empty world and only played one weekend a few months ago.  None actually got to taste a quest.



On the Soul Mother...

I think the soul mother roll should not happen on death, only on respawn.



Risking SS loss would become a choice by the player. This would fundamentally change the penalty for death but still have a good in character reason for why the system works as it does.  Cleric and raise dead would then make sense. Travelling in groups makes sense.  All good for the server.



As I understand it: dying three times in a row (within a time limit) forces you to respawn.  Thus, this would prevent reckless behaviour.
Title: Ideas
Post by: Unknown User on September 05, 2010, 11:57:58 am
I think this has been mentioned before... but I think a new "Hlint" would help as well.  A smaller area that has everything. Where everyone starts out and has to pass through.  Hempstead is  spread over what...  five or six screens?  When the starting point was in Hlint.. there was almost always someone there to help new players.  Now when new players start there is no one in sight due to being so spread out.
Title: Ideas
Post by: Unknown User on September 05, 2010, 05:04:30 pm
This is purely based on your LORE and fuzzy memories of trying this server out two or three years ago under a different name, but isn't there an epic feat you can take once to get soul strands back?



So if you're thinking of ways to be more generous with the strand system without losing it, what if the number gained with the feat was reduced to, say, 3, but you could take the epic feat multiple times? Or keep the bonus five feat and add another that can be taken multiple times that gives back 2?



That might give characters the chance for more longevity at a dear cost (losing an epic feat each time, which can really hurt)



If my information is off, sorry, trying to go by forums and LORE
Title: Ideas
Post by: Unknown User on September 05, 2010, 05:14:26 pm
No, you're right. We have the feat called soul mother defense that you can take starting level 21. It's a pretty interesting Idea you proposed there.
Title: Ideas
Post by: Dorganath on September 06, 2010, 01:10:43 am
I'm not going to go into specifics, but there are things we've been working on, on and off, for several months related to at least a couple of the points above.  I would have liked to have them out already, but for reasons I won't list, only some of which have anything to do with me and/or my split attentions between NWN and the MMO (because I hear that complaint a lot), it has taken a lot longer to get them in place.



I'm not going to apologize for this delay. I'm not going to claim it will solve all or even any of the perceived ills that have been mentioned on and off over the last many months. Several people have contributed to what I hope to release in the coming weeks, and a lot of attention is being put into trying to make it as right and as good as possible, and most importantly...better.



I know there hasn't been an update in a long time, and I know that you all both like them and start to worry when there isn't anything new, fixed or whatever.  I also know that some of you think NWN Layo has been all but abandoned because of the MMO, and I want to tell you that is simply not true.



That's it.  Nothing more to say. Keep talking. *gestures vaguely*
Title: Ideas
Post by: Pibemanden on September 06, 2010, 02:24:33 am
Stormcrest, Hlint V3?! Suggestion



This post should first and foremost be read as a suggestion and nothing else, however it is appearant from many discussions now that V3 really lacks something for bringing the community together across the west server. The problem is boiled down, while the idea of an evil starting town and a good starting town are fine on paper, the dwindling server population makes it very hard to sustain a PC population in either town. Furthermore the good starting town(Hempstead) is so large that finding people inside the town is rather hard, unless you want to wander every corner of several areas.



My suggestion is to scrap the idea of two starting towns for NWN and reintroduce it in the MMO when the number of people playing is likely to increase. Instead introduce Stormcrest as a new starting location and a player hub. The changes I am going to suggest are going to be divided into three levels, level 1 are nessesary changes and easy changes which might as well be added, level 2 is harder to implement but should definatly be considered to add to the player experience and level 3 is even more difficult to inplement and would fall under the catagory of being nice but not really needed. So to the suggested changes:



Level 1

Level 2Level 3

Of course these suggestions are by no means so closely related that some of them can't be chosen and others left out. They are not perfect either by any means so therefor a short bit of pro's and con's of them.



ProsCons

So this was a lot of writing, I hope that people liked the suggestions
Title: Ideas
Post by: Script Wrecked on September 06, 2010, 07:03:02 am

   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Pibemanden
               View Post
            

            
My suggestion is to scrap the idea of two starting towns for NWN and reintroduce it in the MMO when the number of people playing is likely to increase. Instead introduce Stormcrest as a new starting location and a player hub. ...

         
      

As things currently stand, the Stormcrest Crossroads is not really a hub; its an area/location en route between two other hubs (Port Hempstead and Fort Vehl) (and its not really a crossroads). It would really need at least another series of areas that exit to/from it (perhaps there's a ferry on that lake to somewhere; is that Lake Gavasha that its on?)



The other thing is that the Stormcrest Crossroads are sandwiched between to other significant hubs, Port Hempstead and Fort Vehl. They would have to be scaled down significantly in order to get people going to Stormcrest rather than to them. Not saying that can't or shouldn't happen, but I believe it would have to happen to make this work.




   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Pibemanden
               View Post
            

            
  • Change the porting location from the Eye of the Storm to Storm Crest, really a no brainer everyone should start here as per original suggestion.

         
      

The reason there is an "Eye of the Storm" area is so that when people first enter the module, they don't materialise and dematerialise in front of whom ever might be about as the character is jumped to their previous location.




   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Pibemanden
               View Post
            

            
  • Remove the Point Harbour crafthall from the module...

         
      

I take it Port Harbour now Mariner's Hold.



Hope this helps.



Regards,



Script Wrecked.
Title: Ideas
Post by: Pibemanden on September 06, 2010, 07:28:49 am

   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Script Wrecked
               View Post
            

            
The other thing is that the Stormcrest Crossroads are sandwiched between to other significant hubs, Port Hempstead and Fort Vehl. They would have to be scaled down significantly in order to get people going to Stormcrest rather than to them. Not saying that can't or shouldn't happen, but I believe it would have to happen to make this work.

         
      

The idea is to scale Stormcrest up really, Vehl and Hempstead hasn't really grown overly much from V2 to V3, yet in V2 people stayed at Hlint even if it didn't have an advanced craft hall. Stormcrest doesn't have to have -everything- just give it a little more and make it closer to the entry point for the west server and things will change due to one certain thing and one thing which takes a shift in player mentality. The certain thing is that if people can x mechanical thing at somewhere, then some will go to that place to do x. The uncertain thing is that people have to accept that they should try to hang out at Stormcrest instead of Hempstead/Vehl.



EDIT: As for the issue of having places to go, I mean really back in Hlint you could go to North Point and Huangjin or outside the gates the nearest transportation to somewhere big was Leringard. As it stands in Stormcrest you can go to Dalanthar, pretty easy access free portals in Hempstead/Vehl or get to the ships easy. Alright you have to move a couple of areas to get to the portals opposed to what you are used to, but does that really make it so that you would -never- consider moving those three areas out to Stomrcrest instead of staying inside the towns.




   
Quote:

   
   
      
   
   

         
            

               Originally Posted by Script Wrecked
               View Post
            

            
The reason there is an "Eye of the Storm" area is so that when people first enter the module, they don't materialise and dematerialise in front of whom ever might be about as the character is jumped to their previous location.

         
      

I am not saying that you shouldn't go to Eye of the Storm when you start playing, I am saying that when you take the portal from there you should end up in Stormcrest instead of Vehl/Hempstead



And thank you for correcting the V2 name that got into my thoughts.