The World of Layonara

The Layonara Community => General Discussion => Topic started by: Dorganath on October 23, 2009, 11:28:02 pm

Title: What do you want from Layonara?
Post by: Dorganath on October 23, 2009, 11:28:02 pm
Formed from discussions started in this thread (and moved here so as to not further derail the original message:

http://forums.layonara.com/nwn-ideas-suggestions-requests/249802-deities-classes-suggestion.html

Quote from: Dorganath
What do people want from Layonara? Do you want the quests? Do you want the GM involvement? Do you want the enhancements to RP and mechanics that come from having a quirky and diverse Pantheon? Or do you just want us to let you do your thing, put whatever you want on, in and near your character without consequence or requirement and just beat things up all day long, however little sense it makes to do so? Do you want the living, breathing world or do you want a gladiatorial arena where you are the champion....Aeridin's slayer of the wicked...Az'atta's redemption by steel?
 
I am really and truly interested in your answers, and please do not insult me by just telling me what you think I want to hear.


What this is:
It is a serious inquiry and not a "loaded question" as has been suggested, and I am respectfully requesting serious answers. It's clear quite a few of you are unhappy with one thing or the other, and while I will not even come close to making assurances we'll adjust on all things listed here, there have been (and hopefully will continue to be) some worthwhile suggestions. But we will read and listen.

This is a thread for people to respectfully state what they'd like to see overall regarding the general experience of playing here.

What this is not:
First and foremost, this is not a debate thread. It s not a place to argue and disagree with the points one person or other makes. If you have an opposing viewpoint, then state it, but do so as a stand-alone thing. Any debates will invariably spiral out of control and derail a thread that derailed another. I'd rather not have that.

It is also not a thread to nit-pick or tear apart some narrowly focused issue. This has already been done to an extent in the posts I've moved here, but moving forward, I'd prefer not to see a continued analysis of why Deity X is stupid/redundant/unplayable or how Diety Y + Class Z should be allowed because of whatever reason.

What else?
I do not plan to comment on anything said in this thread until it has run its course, and then only maybe. The primary reason is time, but also to give you all a chance to speak without my influence.

All postings need to be kept respectful and "in-bounds". I think that goes without saying, but sometimes with issues that are important to us, we get a little heated. Let's keep those emotions in check throughout. The only point at which I will moderate this thread is if this line is crossed.

And while I don't expect many of you to actually go this route, the GM Team is fair to comment upon as well, provided the above is kept firmly in mind. We will not punish anyone for giving negative opinions, but again, keep them respectful.

Personal attacks on anyone, Player or GM, will simply not be tolerated.

So OK!  Please continue.
Title: Re: What do you want from Layonara?
Post by: Dorganath on October 23, 2009, 11:31:36 pm
Moved from the prior thread

Quote from: Hellblazer
*unsure if Dorg question was rhetorical*
 
Well I like all of it really (the quests, the involvement, the rp everything, the great development that has been made mechanically and a lot of the new lore that was not written before for the kingdoms and such.), but this is my thought.
 
A lot of the changes that is iring some people at the moment, where made in prevision of the mmo.
 
There should be a clear distinction of what is for the MMO and what is for NWN. And with that, what you have now for NWN should stay as you have it, and what you plan for the MMO should stay only for the MMO. This way you do not impact the gaming experience of the player base. And with this am I not talking about lore development, or mechanical development or even the plot line. I mean the changes that affect the basic of the game like the refining of the deities and what is no longer acceptable but was not even 6 months ago.
 
You can make the MMO tid bits publications public, which is great as you keep people interested, but without having them impact the now. People would know that when the MMO is coming out, there will be changes, and they will be ready. And from past reading, none of the chars we have now would be alive in the MMO, so that would not impact us at all at that time.
 
But that's me, that's how I would do it personally and I fully understand that this might not be how you (the team) want to proceed
Title: Re: What do you want from Layonara?
Post by: Dorganath on October 23, 2009, 11:36:31 pm
Moved from the prior thread

Quote from: Pibemanden
Quote from: Dorganath

 What do people want from Layonara?

Simply put, to be entertained...
 
To be more precise.. I want to be able to do something which keeps me entertained. Thankfully I have a character who can actually join in on most of the entertaining aspects of the server(At least seen from my perspective)..
I would say that choosing a diety in general will limit you no matter how you put it. However it wont stop you from creating a different character to have the kind of fun you want to have, so I wouldn't really put the diety system down as a bad thing, rather just one which adds flavor to your character and might put some restrictions on that character alone.
 
  Quote:
 
Quote from: Dorganath
Do you want the quests?

Of course, we all want quests.. Again entertainment value and so forth...
What I could wish for though would be smaller in audience and bigger in character work for the individual character. Far too often the quest boils down to the same PC's taking the lead and the rest of the party just being there for the ride and the xp.
Sadly the amount of GM's and the time they can dedicate to nwn is too small for this and I believe that the situation we have now is a compromise between having quests open to a broader audience and having the quests themselves run by few characters.
 
 
Quote from: Dorganath
Do you want the GM involvement?
Depends on which kind of GM involvement you are asking about.. I am choosing to view this from the deity discussion and the reply will not address my feelings about this subject in general.
 
I would actually like a lot more GM involvement in the deity system as we have it now. One of the biggest problem many faiths face are that their followers and especially their divinely inspired characters can't really do anything that their faith dictates them to do, there are some examples of faiths who can though;
 
1) Toranites, hey go out slay evil, sadly evil respawns but hey then you can just slay evil again another day
 
2) Doranites, craft-craft-craft, pretty easy
 
3) Lucindites, with the new inclusion of wild and no magic areas spawning around the world they can actually go out and help their lady. However some of the newer additions to the faith like the pit stalkers are clearly only intended for the MMO and have no real purpose unless a GM picks it up, same goes for dragonlinks really... However no one that I know of are part of those organizations save NPC's so I figure that is alright.
 
The faiths which has real problems with doing anything would be.
 
1) Az'attans, really it feels like beating a dead horse.. But what can these people to exactly besides RP? They can tell people not to kill and to try to redeem from now and till the world of Layonara is consumed by the dragon cult and still get nowhere because the only chance of doing an act of redeemption/pacifism are GM encounters. The can preach however I guess that counts...
 
2) Shindy people, protect the oceans? Uhh.. How, we can't even travel in the oceans so they are sort of limited to waging a neverending war on the Mist people, and besides the PC's they encounter that too is limited to GM interactions. I would judge this as sort of the situation the Lucindites faced before the wild/no magic area mechanics were introduced
 
3) Prunilla, again preaching sure just keep doing that... But farming? Since the farming system was dropped in favor of the MMO(Not complaining about this decision just stating the fact), they are pretty much limited to preaching as well.
 
While preaching priests aren't a bad thing, since that is part of being a priest in the first place, it certainly is a bad thing if it is what the priest is limited to do. Especially especially if they can't gain levels through normal means, and here I mean combat and purely combat the only reliable source of xp. There are those who will probably argue here that RP will mend all this and that levels doesn't matter.
Then... I would like to reply with one of my strongests standpoints, levels -should- matter, and that is matter more than RP... Sure I can accept that a level 5 could do what a level 10 could through good RP or to drive a quest forward, fair enough. But when you start justifying the level 5 cleric being as influential as the level 40 cleric then there is something clearly wrong in the logic.
Levels are the only clear way of measuring the magnitude of a character short of very, with the emphasis on VERY, strict guidelines for how this works. The guidelines and reasonings should either be obvious, ex. person of neutral or below deity relation goes into temple of deity X and asks for help being refused said help, or explained very carefully and made available to all who would like to know why.
Usually this is the norm but of course it is very tedious to keep track of all this and even more when your average clergy as defined by LORE doesn't really have any ranks besides some very high ones being occupied by NPC's.
I know that I probably wasn't the most prominent speaker for the ranking system the lucindite church used the have, and we shouldn't really dwell in the past because we have the new deity write-ups which are wonderful in their own right..
But the advantage this system could have had was that there was a clear defined place in the church, there could be a feeling of progression where the PC would slowly move towards a move influential post in the hierarchy. However the problem was that the GM focus on this field was too little and it ended up pretty much like the situation is now, PC's at the bottom, rock bottom of all churches and nothing else except the rare epic.
 
The problem I feel there is really boils down to two decisions which I as a player think has been made:
 
1) Focus the GM's on running quests for everyone since the GMs are busy people and we would like as much focus on the player base as a whole as opposed to fragments of the player base
 
2) The consequence of this is that focus is largely removed from the churches and deities, making them too preachy for my taste.
 
I might start being redundant here but again, this focus makes it so that the churches and deities are less alive compared to what I would like. I must admit here that I am a huge fan of rather interventionist deities who actually matter to their followers.
Surely the priest is expected to have the deity matter to him, but there is no signs from either church or deity towards the individual PC save CDQ's and I believe that this is indeed a poor way to handle those relationships.
But again this is a choice from the GM team and they have their reasons for this and I will not argue that there might be things speaking against this approach, but I will still say that I would like if things were more like this and less like they are today.
 
Quote from: Dorganath
Do you want the enhancements to RP and mechanics that come from having a quirky and diverse Pantheon?
Sure, as long as there are a measure of usefulness for the individual player and not just for the benefit of saying that there is flavor but the flavor is only there for what you want to preach and not what you are part of.
 
Quote from: Dorganath
Or do you just want us to let you do your thing, put whatever you want on, in and near your character without consequence or requirement and just beat things up all day long, however little sense it makes to do so?
Uhmmm... May I point out that it is actually what is happening now, except that certain domain/equipment combos are unavailable due to deity restrictions? This is very bluntly put but it is part of the reality that I see on the servers on a day to day basis. I mean no offence in this, I believe that the most important thing is that the players feel content with the experience offered and given that no one seems to complain about this I guess that people are.
 
Quote from: Dorganath
Do you want the living, breathing world or do you want a gladiatorial arena where you are the champion....Aeridin's slayer of the wicked...Az'atta's redemption by steel?
My argument should pretty well state that I don't believe that the world is living and breathing, rather it is an arena now outside GM quests. Surely there are some RP-isles out there but they are far in-between and rather closed. This of course doesn't include the RP that people do while wacking monsters which is thankfully not absent on layonara...
 
I know that the general picture this post reflects of layonara is rather bad. However I keep coming back because I like the world and the people who play. But I do believe that there are some illusions among some people of how the day to day experience of layonara is these days, and hopefully this post will inspire some thought about the way the world works and how you would like it to work to enhancing your experience here :)
Title: Re: What do you want from Layonara?
Post by: Dorganath on October 23, 2009, 11:41:29 pm
Moved from the prior thread

Quote from: Pseudonym
Quote from: Dorganath
What do people want from Layonara? Do you want the quests? Do you want the GM involvement? Do you want the enhancements to RP and mechanics that come from having a quirky and diverse Pantheon? Or do you just want us to let you do your thing, put whatever you want on, in and near your character without consequence or requirement and just beat things up all day long, however little sense it makes to do so? Do you want the living, breathing world or do you want a gladiatorial arena where you are the champion....Aeridin's slayer of the wicked...Az'atta's redemption by steel?
 
I am really and truly interested in your answers, and please do not insult me by just telling me what you think I want to hear.
 
...

I want less loaded questions! ;)
 
Anyways ... is lore really so fragile that an idea or path such as Honora has evidently spent much time pondering prior to submission likely to do ... what's the word? .. 'damage' anything? Will lore explode if there is a Priest(ess) of Shindaleria who thinks the ebb and flow of Shindaleria is an OK fit for a martial artist? I'd have thought such a concept to be a nice fit for some of the softer impact and deflection based martial arts?
 
It appears, especially of late, that lore integrity and uber-strict adherence to such is of paramount importance over and above a flexibility that used to exist to facilitate player's fun.
 
Maybe I am missing something but I can't see the incredible 'drama' a more lenient approach to submissions like Honoras might have - even if they differ from Ed's own existing ideas. I thought that was the decision not long ago when there was the decision made to ease up on the rules and increase the fun factor? Is this really so very different? Sure, some things will always be plain ridiculous and not make sense ... but if someone's idea is justifiable, debatable, reasoned, even if only remotely possible at the edges of established parameters ... then *shrugs* there will always be outliers that don't need to substantially affect the integrity of the 'norm'.
 
My thoughts for early Saturday morning. :)
 
If this post belongs in another thread, feel free to move.
Title: Re: What do you want from Layonara?
Post by: Dorganath on October 23, 2009, 11:50:59 pm
Moved from prior thread

Quote from: SteveMaurer
Oooo, this thead has gotten interesting! So, it's time for me to weigh in.
 
Quote from: Dorganath
I am really and truly interested in your answers, and please do not insult me by just telling me what you think I want to hear.
OK, I'll will be 100% frank. But I also must say that this is the first time in literally 25 years where I've been put in the position of being a player, rather than being asked to be the GM, and I really can't thank you enough for that experience.
 
 
Quote from: Dorganath
At the same time, the perennial complaint is that we have "too many rules."
Yes. You have far too many rules. The solution is not, however, to make them undocumented, enforced subjectively, constantly in flux, and nebulous. I have noticed that the first way many rules get articulated in Layonara, is when the GM team decides that a PC is subject to some form of sanction (or disallow a long-planned progression), and the player ends up posting here on the forums asking what the heck this new unwritten rule, that just blindsided their PC, is.
 
 That's what kicked off this thread, for instance. A new rule about Shindaleria that completely threw the player for a loop. And it's not good.
 
I must also point out that the GM team's response is also a tad diappointing. Rather than admit having changed a rule, or perhaps work it into the history of the world as an in-game change, there is this strong tendency to pretend that the just-made-up-rule was always that way, even though it clearly wasn't. And this is usually justified by a strained appeal to "common sense", even though it isn't. (And as if "common sense" is a classic hallmark of religions, which it's not.)
 
I find this behavior especially confusing, because I believe it is your right to change things arbirarily as you see fit. So I don't see why rule changes, and continued world definition is so embarassing, that you feel emotionally compelled not to just acknowledge it.
 
NOTE:  I purposefully snipped out a bit here, as it belongs as part of the prior discussion more than this one, and it bears comment, to which I am refraining in this thread. Apologies for any confusion this may cause. -- Dorganath
 
 
What I think needs to happen is for you to acknowledge when you make changes, give some serious compensation to PCs who are affected (offering complete rebuilds, or special-case exceptions, for starters), and take a humble approach to issues surrounding different interpretations of what is written down. Here is a basic rule of thumb: when one person misreads something in lore, that might be their mistake - when two, three, or more people do, it's clearly yours.
 
I would also like for Layonaran GMs to be given their own little areas inside the world that they can play with, rather than constantly having to ask permission to do anything. Part of the reason why there is so much focus on the bashy, rather than the RP, even in the quests, is that RP requires world definition that GMs presently do not have permission to do. If every little question has to be funneled through Ed, and/or Leanthar, for an answer, you don't get much world definition. If your GMs live in fear of a PM from Ed, you don't get much exploration of tangential plot lines.
Title: Re: What do you want from Layonara?
Post by: Honora on October 24, 2009, 09:14:39 am
The NWN Layo is very restrictive in character creation.  What we seem to reward and encourage are basic classes played by the "big four"; human, elf, dwarf, halfling. Read through the character submissions and that's clear.  And my point in another thread stands: in part because of this, we grow very slowly and have become rather alt-dependent to keep things fresh.  And those alts are often much more challenging concepts, to keep the game interesting for people who have been here for years.

I understand that this is in part to maintain the high standard of roleplay that we expect.  But what happens when we apply this to the MMO?  And how much are we hurting ourselves now, when this game is going to be important to seed the new game with experienced Layonara players?

Mechanically and realistically, NWN Layo is a killing game.  That's the experience that gives players that little rush of dopamine when they advance; that's what fuels the time between quests.  All of this has been discussed to death but it's still true; certain gods are over-represented because of the limits on the game and the difficulties of RPing pacifisim.  I would wager the same of certain classes, although I have no data on that.

I'm not sure there is a workable solution, but I have one to suggest.  Rather than focus on eye candy in any updates (should there be any), I think adding a slew of lower-level quests that can be done without killing a requirement would be good.  Temple quests for Az'atta, Shindy, Aeridin, etc, that folks who have a god in their deity field can do.  Quests for 1-10 that involve travel, discovery - the flags were an awesome idea but require a group (or good sneak skills) for most people who would benefit.  Some soloable material that does not emphasize killing.

Example: Az'atta temple in Audiria needs materials from Lan's Port.  Lan's Port contact needs a crafted item before he can release the materials.  Or a postage quest done.  Or for someone to use a subduing widgit (to avoid killing) on someone.  Sub-quest completed, materials released, Az'attan trots back to temple, experience and perhaps a minor reward item are dispensed.

My 1.75 True (adjusted for inflation).
Title: Re: What do you want from Layonara?
Post by: Nehetsrev on October 24, 2009, 11:48:56 am
Expanding on Honora's non-combative type quests, here are some ideas that might not be too hard to implement:
 
 
 Anyhow, just a few ideas for non-combative XP gain that could be implemented if someone takes the time to code them (I'd write the code, but NWN's coding system eludes my understanding).
Title: Re: What do you want from Layonara?
Post by: Skywatcher on October 24, 2009, 01:11:18 pm
This may seem obvious but what I want out of Layonara and I think many agree with me is entertainment. Now that means different things to different people. To some it means levelling and getting more powerful to meet bigger challenges. To some the story is main thing. To some it's the relationships and character development that comes through RP. The problem is that it's not possible to please everyone and you will fail ifyou try. I think personally I get a bit of entertainment from each of these and although it's not easy a balance of these three would be the ideal. I have played a few MMORPGs and I think each one has it's strengths and weaknesses. I don't think there is a perfect game out there and I would say that Layo is great for story and relationships and a bit weak on the levelling and maintaining challenge. World of Warcraft is the best at maintaining the challenge level but the worst in terms of RP and Story. My biggest suggestion for the MMO would be to provide a more continuous challenge spectrum and include as many ways as possible other than just killing stuff to advance in capability, in both combat and non-combat skills, while maintaining the high RP and story standards.
Title: Re: What do you want from Layonara?
Post by: Erik K on October 24, 2009, 02:53:46 pm
what I want out of Layo?  more of what hooked me in the first place.  When I came here, we were in Hlint, great place with lots of RP.  Whether it was debates on the benches or casual chat on the Greens in front of the Bank, there was a lot of  fun RP and it was fantastic.  At the same time, you had a center of the world, we all came there to craft or whatever and you knew everyone.   Because there was a central place to meet and Hlint drew us all there, you had true casual encounters and parties formed with new people all the time.  Since then, it seems like the player base has fragmented and is spread all over the server and casually meeting someone is  more engineered that casual.
   I also think the strict interpretation of rules is bogging things down and putting RP in a strait jacket, effectively creating cookie cutter characters.  Its one thing to have guidlines and Im good with that.   Ive played on servers with out them and none have the depth of RP that Layo does.  But at this point, it seems like they are getting too well defined and its hard to be creative with a character.   When I first came here, I played an Az'attan and loved it,  because it allowed a lot of freedom to RP and interract.  Now it just feels frustrating.  In the real world, most if not all  faiths accept a significant amount of diversity, why cant Layo offer the same?  
   As Skywatcher pointed out, there can be no perfect serverand he is right, people are too diverse.  But isnt Layo big enough to accomidate more variety?  We all bring something to the table and add flavour to the world.
Title: Re: What do you want from Layonara?
Post by: Dezza on October 24, 2009, 07:25:00 pm
What do I want? hmmm  good question. People aren't going to like to hear some of this.

1/ Significantly Less Xp for epic level characters from creature kills, imo this has detracted from WL's since every other person has an epic level char these days without too much effort.

2/ The XP jump at level 20-21 doubled and the current XP jump at level 20 placed at level 30-31.

3/ Double or even triple hourly XP for WL's who attend quests. Give them the importance they have earn't and the incentive to be out there amongst the player populations.

4/ Less stringent approvals for new first time character submissions for a faster turnaround to get them into the world to see first hand how it works. Almost always the first character you make on layo is a test run. Lets acknowledge that.

5/ More in game repurcussions for players who willingly take a diety in their diety field but only pay the diety lip service. I personally am sick to death of paladins and clerics who do and say nothing about their gods. Layonara provides a rich pantheon full of diversity and careful consideration (although we are missing a LE god) its one of the main reasons I play here. It irks me considerably when people say why bother with the gods they dont care about the characters really. Thats not the point!

6/ NWN is a combat based MECHANICAL system. It is a platform for Layonara! It is NOT Layonara. People have forgotten that. This world was/ IS an RP based world utilising the NWN mechanical system. People can't seem to get that into their heads. If you want a nwn COMBAT world go find a hack and slash server to play on and satisfy your needs there stop trying to make this world into what it isnt.

7/ Some appreciation! I have heard it time and time again over the years "this world is not like anywhere else I've played, this world is so rich, this world has so much development, this world has so much to learn about it" and then you hear all the complaints about everything that actually makes this world what it is! Its the old case of damned if you do and damned if you dont! It is what it is, yes it takes a bit of EFFORT to play here, it takes a bit of APPRECIATION to understand the sheer volume of time and effort put into it so that you can have a UNIQUE experience. I said UNIQUE not HACK AND SLASH experience. I dont think there are many people here who realise how much GM's give up when they agree to become a GM or a CA or a project writer or a MMO designer or whatever. We are held to the highest scrutiny in case of the dreaded old 'favouritism' card that people like to play when they feel hard done by with a decision thats made. So much so that anything we want to achieve with our own characters almost becomes too hard to even contemplate. A lot of people have asked me why haven't I applied for WL with Sasha and I can tell you its simply because being a GM I feel that the deck is stacked so high against me before I even begin that I can't bring myself to make that leap. We have the OPPORTUNITY to play in a world that was created for RP only, a meeting place for a group of PNP gamers interested in the world that could be created in cyberspace where they could bring their characters to life. Layonara is a pnp world brought to life and modified and expanded for YOUR enjoyment and many want to remove all the boundries and almost to some extent do what they like. Make no mistake this world requires EFFORT to play and enjoy it here it's not the walk in the park some seem to think it should be.

8/ I want to see MORE WL applications, I want to see more effort put into character identities by players.

9/ I want to see more effort put into RPing diety relations

10/ I want to see so much more from the player base not just from a few individuals whose RP and interactions significantly stand out in a group of people.

11/ I want to see characters holding ranks, titles, positions of honour etc throughout the world. It used to be like that but over time this has flopped and thats perhaps a symptom of GM's fearing to give anyone anything for fear of upsetting Lore but its not impossible to do and GM's need to realise that.

12/ Less reliance on the mechanical limitations of NWN and more reliance by players on going with the flow and fun of a situation that can be handled by a GM. EG: PLayers kill everything in the Great Forest down to the bears and boars. A powerful Druid is dispatched to deal with the intruders. She stops them and speaks with them angrily at what happened. Half the PC's are sorry and agree to move onto somewhere else. One other is rude and argumentative, everyone else stands back and says nothing! The Druid immobilizes the trouble maker wondering whats happening to people in the world. The others wander off and the Druid approaches the trouble maker and tries to explain what she's doing there, how the natural order of the forest must be balanced not unbalanced. The trouble maker argues ooc that according to nwn she could have done this and that and the druid would not have immobilised her etc rather than going with it and having some real developmental Rp with the character. Both parties walk away unsatisfied both in and ooc because one tried to use ONLY apply nwn mechanical limitations and one tried to make for a richer and more interesting experience outside the realms of mecahnical limitations.
Another eg: Character is designing new clothes in the Crafting hall and a rat enters and starts chewing on the fabric 'left on the floor'. Instead of a positive and fun RP experience that may have developed the GM is abused significantly for interrupting someones time. That nwn mechanical system would not have allowed a rat to appear in the place so its out of place and uncalled for. Do you see what I am getting at?
For example: Character's both summon creatures to compare while standing on the docks in Port Hempstead. GM states 'people start running everywhere in fear at the sudden appearance of the creatures, guards cordon off the dock and send for reinforcements. One Captain nervously calls out "banish those creatures, this is not the place for them." The Characters abuse GM for interrupting them and that they were only comparing their summons and that who cares where they do it there is no one around, you cant see them, only the captains. Gm tries to explain that while you cant see them doesnt mean they arent their. GM is told they are stupid and to stop interrupting their fun. Im sorry but HELLO! Where are you from? Why are you even bothering to play in this world for???

13/ The Mayan lucky number is last (13). I want to see more players RP while they adventure. I've followed a number of groups as a GMand if I dont have time to run an impormptu I'll just watch them. I REWARD RP. Often I have to log off disappointed that I could not give them a reward bonus because they simply did not RP. Dont do it once and walk away disappointed cause you got nothing! Thats not the idea. Do it all the time and you will get rewarded! It wont happen overnight but it will happen! and guess what! You might even enjoy the whole experience even more! Now wouldn't that be something!

14/ erm...no I said 13 was the last one so I'll leave it there!  

Sorry couldn't help myself! Signposts! telling you what Kingdom you are in on each screen.
Title: Re: What do you want from Layonara?
Post by: Pseudonym on October 24, 2009, 10:33:43 pm
Quote from: Dezza


11/ I want to see characters holding ranks, titles, positions of honour etc throughout the world. It used to be like that but over time this has flopped and thats perhaps a symptom of GM's fearing to give anyone anything for fear of upsetting Lore but its not impossible to do and GM's need to realise that.



This can be player initiated - we can make this happen through our guilds and common-goal/deity sub-communities but it really doesn't come alive until it is recognized and supported by GMs. I asked (here (http://forums.layonara.com/vault-tier-one/166332-gm-invitation-thread.html) and here (http://forums.layonara.com/vault-tier-two/166272-gm-invitation-thread.html)) GMs to please feel free to incorporate the Guild that Ark began into any plots or quest arcs they had brewing on 27th Feb 2008. In the 20 months since that request .... nada. Not a single PM.

More support and encouragement and reward and recognition for player initiatives.

Edit: Dezza - please note this (http://dictionary.reference.com/browse/diety)!! Ggggrrrrrrr.
Title: Re: What do you want from Layonara?
Post by: jrizz on October 25, 2009, 01:41:33 am
Quote from: Dezza
1/ Significantly Less Xp for epic level characters from creature kills, imo this has detracted from WL's since every other person has an epic level char these days without too much effort.
 
 2/ The XP jump at level 20-21 doubled and the current XP jump at level 20 placed at level 30-31.
 
 
 @Dezza, Are these two items just to deal with the handfull of grinders we have? Cause if it were any harder to level, 90% of us would have no upward movment at all. Doubling the XP jump during the 20 to 21 "green mile" would just securly doom all non-WLs to perma-death.
Title: Re: What do you want from Layonara?
Post by: Pseudonym on October 25, 2009, 02:46:14 am
Quote from: jrizz
@Dezza, Are these two items just to deal with the handfull of grinders we have? Cause if it were any harder to level, 90% of us would have no upward movment at all. Doubling the XP jump during the 20 to 21 "green mile" would just securly doom all non-WLs to perma-death.


The counter-argument being it might encourage those otherwise condemned to perma-death during the Green Mile to do something of significance during levels 1-19 such that they would feel comfortable applying for World Leader when they hit 20?

As Dorg stated, I know this is not a debate thread - but that thought occurred to me as I was pondering jrizz's post.
Title: Re: What do you want from Layonara?
Post by: blonde on October 25, 2009, 03:05:30 am
I agree with most of what have been said already, but I will try a few of my own as well.

1) I want more avenues for progression for characters to pursue besides new levels and crafting. Titles, positions within hierarchies, success for your home kingdom (through conquest, defense, trade, diplomacy, etc). Everyone wants a place in the world.

2) I want more players on the servers. This is the easiest and most direct route to making the world come alive.

3) I want to embrace the new players. New blood will keep the server fresh and alive. I hate to see a new player be stuck in character approval for 3 weeks and then give up and leave us, never even having seen the server. (Sorry CA team, a ton of respect for your amazing work, not so much for the current strict process). When I started here I was such a noob, both with nwn and Layo lore. I learned from playing and RP'ing with others, and still do :)

4) I want characters to be defined by the person as opposed to the class. Make the class requirements (not the mechanical ones) more bendy, and allow the player a chance to fit his/her character's personality into the class.

5) I want it to be easier to meet other characters. A looking for group list? It's a big world today, and often with few players. 4 years ago the world center was Hlint and the max level was 20 (except for a rare few). This led to a much higher concentration of like-level characters in the same areas. Lifting of the level split rule was a big step in the right direction!

6) Lastly I want there to be room for all player types. Even the loner who prefers to solo and keep to himself enhances the server in his own way.
Title: Re: What do you want from Layonara?
Post by: Kirbiana on October 25, 2009, 08:15:06 am
Speaking as a player who no longer spends as much time as I once did on Layo, I thought it might be helpful to share the one thing I would have liked to see inform both the rulings of the LORE team and the behavior of my fellow role players during my time here:

Please don't make other people's characters into caricatures.

We the players are asked to commit ourselves to creating and inhabiting a believable character for others to interact with.  We are given the rules of the world's religions, politics, and races and then with the guidance of the CA team, we create a character that we find entertaining to play and that fits into the world of Layonara.

However, it is much LESS entertaining when your chosen role gets pushed to a cartoonish extreme either by the way that fellow players presumptively treat you (paladin = prig, rogue = scum, dwarf = drunk, etc) or by the role-playing rules that seem to inexorably tighten around certain religions, classes or races as time goes on.  An abiding respect for the circle of life on the part of Aeridinites, for example, gives players the leeway to create interesting characters ranging from committed healers to committed slayers of evil.  When that rule got tightened down (as it did during my time here) to 'don't kill anything at all, no matter whether it's the most evil monster in the world', then my interest in my main character (and in Layonara overall) pretty much drained away.  It just wasn't fun to role-play such an extreme caricature of non-violence.

I remember long ago, someone asked on the forums, "Where have all the good characters gone?"  If you look around, I think you'll notice that many of the best RP-ers on the server have gravitated toward a neutral and deity-free existence.  I could be wrong, but I suspect that's because role-playing those kind of characters means they don't have to inhabit a strait-jacket of expectations on the part of their fellow players and of the team.  

I hope this viewpoint from a mostly-retired player is helpful, Dorg.  I'm really impressed by the commitment you've shown in this thread to getting the balance between rules and fun just right.  Thank you for reading.
Title: Re: What do you want from Layonara?
Post by: Masterjack on October 25, 2009, 12:59:58 pm
Personally I kind of like things the way they are. The one thing I would like to add is that I prefer to have an RP reason to go exploring. I cringe at the thought of bashing my way through the same area over and over again just to gain levels. So I can do it all over again in a harder area? Some like that but I do not.

Now if I had a reason to try and exterminate the Redlight Goblins, Giants on Dregar or the inhabitants of the Misted Village things might be different. One of my characters has a reason to protect the Misted village. All I know is that they are Goblins, Giants and Rogues. Nothing has been mentioned anywhere (outside of Quests) on what bad they may have done to deserve such actions.
Title: Re: What do you want from Layonara?
Post by: lonnarin on October 25, 2009, 01:13:22 pm
I want the rules, submission standards and allowable character/dogma/deity/weapons mandates trimmed back to where they were about 4 and a half years ago.  Since then the red tape that started as a single string has snowballed up into one big tangled ball of frustration and character refusals.  Fantasy realms depend and rely on imagination not only of the creators, but the players.  Please relent in the 3rd degree inspections of every little thing in a character's bio, advancement path and belief system and let the players play the game with a minimum of restrictions.  Dogmas should be a guiding light, not a bell jar.  There should be ample room for various sects of the same faith to coexist.
Title: Re: What do you want from Layonara?
Post by: Masterjack on October 25, 2009, 01:53:44 pm
Quote from: lonnarin
I want the rules, submission standards and allowable character/dogma/deity/weapons mandates trimmed back to where they were about 4 and a half years ago.  Since then the red tape that started as a single string has snowballed up into one big tangled ball of frustration and character refusals.  Fantasy realms depend and rely on imagination not only of the creators, but the players.  Please relent in the 3rd degree inspections of every little thing in a character's bio, advancement path and belief system and let the players play the game with a minimum of restrictions.  Dogmas should be a guiding light, not a bell jar.  There should be ample room for various sects of the same faith to coexist.


Let me to start off saying that I did not do that well in High school English. I like the way the character submissions process is, it helps me flesh out my character more and bring it to life. It may take me a while to get it approved but in the end I'm happy with the result.

Let me expand on this. My first character Beli Tenker was made with a basic background and was to be a Monk in the Brother's of Battle. If I was told at submission what was to be expected of him I might have changed my submission. It was not till level 7 that I found out what he needed to become a Brother of Battle. I found out at level 21 that the monastery was not connected to the Vorax church. Now I have a level 22 monk I do not know what to do with RP wise.

I have to agree those that are new need a quick way to experience the game. I think the character vault does this well.
Title: Re: What do you want from Layonara?
Post by: Acacea on October 25, 2009, 02:04:16 pm
I agree on the less loaded questions. "Do you want it our way... or the way of EVIL!" leaves quite a lot in between ;)

YAILWAP


There are a lot of things I think would help. I agree, low leveled quests. Actually, some high level quests as well - Like MJ (sorry!) said, giving reasons to explore and snapshots of what a place is supposed to be like. Always good. There are pros and cons to non fedex quests, I know. But then, those take development time to a server that frankly should be grateful for whatever scraps of updates we can get. Even volunteering to do it ourselves means that someone like Dorg needs to spend time checking and integrating. It might happen it might not.

Also for everyone to chill out a bit, that's good too.

But behind the whole list, what I really wish most to see is what is least likely to occur - I wish NWN would diverge from MMO lore.

What does that mean? First of all... take into account that as a player I absorb background information as well as I can. There are areas that I've come to know better than the GMs that created them, and other times where just the fact that I was asking so many irritating questions made for more information to be had there at all. As a CA I was more interested in inundating a new player with whatever information I could provide than judging their ability to play what they submitted. I also play a very information oriented character. All these things depend on the ability for the server to reflect its setting.

That said, if NWN is forced to be lock-in-step with the MMO it will (and does) stagnate, increasingly so over time. It doesn't take a druid to observe interesting things about the information released - such as that all the realm timelines shown end decades before the current year.

A few years ago, when the MMO was announced but not the setting, I almost begged for it to be set a couple centuries in the future - my reasoning was that it gives NWN a very good lead, plenty of time to live out its current plots whether or not they have RL time to be finished, and just as importantly, a good chunk of time for the current generations of characters to be gone with explanation. Set in some vague idea of the present, and a) if the MMO takes a long time, NWN will inevitably begin to outpace it unless NWN is shut down and b) all of the major and minor players in the present setting will simply be gone in the next stage. You may be a level ten or a WL in year 1434, have great influence or none, and if the MMO is also in 1434 you will be inexplicably gone. Why? We're not porting characters. Start from scratch is good and I strongly rooted for it... but give it a good amount of time.

I feel that we've outpaced the MMO already, and that it may well be a big explanation to some of the stagnation that is here. We are worried about making changes to something that occurred decades before. Rulers that were written for 1416, not 1470. Pseudo wondered, where are the WL mentions in the realm summaries? Well... good question? It's true there's more information elsewhere and yes, that most WLs aren't specifically involved in a particular realm, but how much room really is there in the world of text? You have to stamp it sometime, and the biggest draw of Layonara was the ability to impact and change it.

And that is what I would most like to see again. Please don't come back and talk about how changeable it still is... of course you can still do things, but there is a limit. Consider, for example - if some texts are already stamped finished, is your group or character really going to be appended to them? And even if so, would you not aspire to something other than a footnote? I wish upon a star that the GMs and players would get all the information that is available, and then be given the freedom to track mud all over it. Isn't part of the vision of layo to be a world setting? To imagine a Layo like FR, where DMs use it for all sorts of campaigns that diverge from the base setting? Where whole continents go up in smoke even though that is not what is Planned For The Main Game?

That is what I would like to see for the remainder of NWN, and I realize that it is a very controversial wish that is unlikely to speak for the entire playerbase. I wish for NWN to be merely a fond series of divergent campaigns in the world setting of Layonara... not tied to the MMO, nor held to standards they are not yet made aware of. Let both GMs and players dream big - make them start with all the things you plan as transparently as you can make it, but then let them shatter it to pieces with their successes and failures. There will then be no need to worry about how it affects MMO lore... you just ignore it if that is not where the next will begin. If you end up really really liking something, well - you get the best of both worlds, heh, because all the people writing and GMing have signed the papers - you can use both their content and their characters if you want. Pick and choose.

To some this will be sacrilege, but I have for some time very strongly believed that that is the best thing NWN could hope for. The MMO gets the benefit of only caring what happens in NWN when it's super important and desirable, and that people like Ed no longer have to spend so much time deciding what doesn't fit with the MMO or who didn't sign or did something happen that wasn't canon. NWN gets the benefit of the ceiling and timeline lifted off their heads, players and GMs alike, and the freedom to not worry about forgetting what part of their adventures are stamped and what not. Think about it - deities may die, rulers may be assassinated, and whether you make it into the text or not, you may, briefly, rule the world. Why not?

Let the players continue to take care of the server costs, be transparent about when it increases or when you need them in the future - perhaps setting a goal for another sets off a ponying-up drive - and let them then also use every bit of information you are willing to give them as a base point for their own adventures, not the ones you plan for them to have when you release the MMO. It is impossible to test-drive the main draws of the MMO with us - it is not mechanically feasible. Let us just run with your setting, instead.

((Yes that is a lot of acronyms.))
Title: Re: What do you want from Layonara?
Post by: Masterjack on October 25, 2009, 02:41:59 pm
*points up* ya what she said..oh and MJ is ok to use
Title: Re: What do you want from Layonara?
Post by: Gulnyr on October 25, 2009, 03:14:28 pm
Quote from: Dezza
3/ Double or even triple hourly XP for WL's who attend quests. Give them the importance they have earn't and the incentive to be out there amongst the player populations.

I am not convinced that XP is the main incentive for WLs.  There are even a few WL characters who are already level 40, so XP is not an incentive at all there, really, right?  Speaking for myself, Jennara is not level 40 yet, but is closing in on it in a hurry at the current XP reward level.  I don't attend quests for the XP but for the story and interaction.

I'm also not convinced WLs aren't present and involved.  The WL index (http://lore.layonara.com/EpicIndex) lists twenty-one characters.  Check out the list and you'll easily see two major categories and one important minor one.  The first major category is absent characters, whose players are either absent from Layonara or busy on the MMO team.  Lalaith and Plenarius are in that group, either never seen anymore or only rarely.  The other major group is active characters, who are played by active players.  Acacea, Storold, Connor.  Arkolio fit here, too.  The minor group is characters in a sort of flux, like Kobal.  Harlas is here and very involved, but his involvement sometimes means he can't get his character into the game.  Look at the group of active WLs.  Are you going to get Fenrir to be around more by throwing more XP at him?  (I don't mean to speak for you, s0ulz.)  Look at the group of inactive WLs.  Will increasing the payout make Rhizome show up more?  Should it?  I don't think so.

As to importance, I'm not sure how other WLs are handled.  I only have my own experience of it.  I'm actually pretty satisfied with the way Jennara is treated by DMs and their NPCs.  It generally seems appropriate to the situation.  I understand that Jennara's case may be easier to handle than some others, though, since there isn't anything particularly mysterious or esoteric about who she is or what she's done or where she fits.

Quote from: blonde
4) I want characters to be defined by the person as opposed to the class. Make the class requirements (not the mechanical ones) more bendy, and allow the player a chance to fit his/her character's personality into the class.

*nods* I have [post=378844]long felt[/post] that fluff text is more or less disposable and that a character should start as a concept and then be "built" into that concept by choosing the classes that best fit.  Gulnyr the Grim was not a Rogue/Fighter but a tunnel scout who was best realized by a combination of Rogue and Fighter levels.  Jennara is not a Monk but a very pious, drafted soldier who is best realized by the Monk class.  The classes should bend to accommodate player imagination, though I am not opposed to specifically defining PrCs and giving them specific places in the world, e.g. the Purple Dragon Knight renamed the Knight of the Silver Shield, say, and associated only with a specific military training academy with its own traditions and oaths; if you want to have a Knight of the Silver Shield character, you have to attend the academy and accept their traditions and oaths (aka request and pass a CDQ).


Acacea says good things.
Title: Re: What do you want from Layonara?
Post by: G.Giant on October 25, 2009, 05:53:18 pm
Hey, so I've been lurking around a little as I'm thinking of giving this server another shot...  And this thread seems like a decent place for a new player to vent.  

I really want to like Layonara, but the hurdle of getting started is HUGE.  I can go to Arelith or FRC Cormyr with a new character concept and be up and running with a good group of quality RPers that afternoon.  Not here, you have to wait for someone who obviously has other things to do to notice your submission, and then invariably there will be some minor changes requested that will delay you for days longer.  I can absolutely guarantee you than many a great RPer has walked on by because of the bureaucracy.  

My suggestion?  Keep your character submissions, but if someone is playing a basic race and class let them jump right in.  Meaning, let them submit and then create a character and get started right away.  Work with them AS THEY'RE PLAYING to get the submission up to your Lore standards.  If they want something off the beaten path (dark elves, etc.) of course keep the submission process as is; but if I want to play a human wizard please don't make me wait a week because I made a lore mistake.  You have plenty of safeguards in place to protect the lore along the way (as well as other players and DMs to correct you.)  Maybe a few will have to restart an occasional character, maybe you'll have to ban a (very) occasional bad apple, but that's okay.

I get why it's in place, and how things probably were a few years ago when this was a popular game, but I think the landscape is different today not that NWN is, like, 8 years old.  Most new arrivals will be NWN veterans (they barely even sell this game in stores anymore, after all) and there will be far more good apples than bad.  You need new players, you need veterans playing new characters.  The other servers I mentioned, they're around all the time, and feel much, much more lively because of it.

I also think far too much "creative writing" is required as far as motivations and all that for even the most basic of characters.  Role playing is about improvisation as much as preparation.  Sometimes you don't realize your characters' motivations and personality quirks until you're in their skin for a while.  I know I certainly don't.   Some times you also realize you just aren't as into the character as you thought you would be (as in, realizing you just don't like playing bards or gnomes) and want a fresh start; again, that's by no means easy to do here.  

Second.. I get the sense that this will be a great world especially when you get to go on DM quests, but the starting areas are absolutely unwelcoming to new players.  In the main city the only appropriate quest (sewers) is somewhere no 1st level character will reasonably find on their own.  The only real help is a captain who will give you a quest (the kobolds) that's absolute suicide for a low level.  The crypts are a little easier to find  in Vehl, but again you have no help from where you appear.  

I get that you want to encourage experienced players to show the newbies around, but you can't rely on that, especially during off-peak hours.  There just isn't a large enough playerbase right now, and it's kind of an unfair burden to place on established characters.   From my experience I saw absolutely no traffic in Vehl when I was starting out to ask for help IC,  I had one nice OOC offer for help but couldn't take it at the time, and when I tried to play again I asked some others OOC for help and they were friendly but too busy with their own thing to rush to wherever I was to show me around.  I'm surprised I even stumbled upon the other city, frankly, as most of my explorations around the starting area led to quick death.  Even a few more helpful NPCs to direct you would be nice.  I know there's not much you can do at this point in the game to rearrange the maps or whatever, but I really wonder how much consideration was given to guiding the complete novice.  

Just a random thought but since you have so few new chars, I almost think you should just start new characters at a viable level (like 5) where they won't die immediately if they try to explore, and/or increase the XP rate to help people quickly get to a level where they can join groups and take part in quests (that seems to be somewhere around level 9 or 10?)

I certainly don't think people should get free epic status but the XP barrier to slow people down in the early levels might just be too much at this point in the server's life.  Four years ago it might have made sense to keep people at level 5 or 6 for a month, but then I'm assuming you had many other people of that level around to RP and bash stuff with, and there were many years ahead to take your time developing that character.  Neither of those is the case now, and it seems like you're just forcing folks to grind solo though low-content, low level stuff for busywork's sake because that's what you're supposed to do.

That's just my impression; this place feels like an unwelcoming private club, and I hope you guys give some thought to lowering the barriers.  That is, if new players is even something you actually want; I'm not entirely convinced it actually is.  

Hope I didn't step on any toes here, and of course this is all purely one outsider's opinion just 'cause you asked.  Kind of.  And feel free to take it all with a grain of salt, I don't mean for it to sound as preachy as it does but that's what tends to happen with one-sided writing.

Thanks.
Title: Re: What do you want from Layonara?
Post by: jrizz on October 26, 2009, 12:33:53 am
Quote from: Honora
The NWN Layo is very restrictive in character creation. What we seem to reward and encourage are basic classes played by the "big four"; human, elf, dwarf, halfling. Read through the character submissions and that's clear. And my point in another thread stands: in part because of this, we grow very slowly and have become rather alt-dependent to keep things fresh. And those alts are often much more challenging concepts, to keep the game interesting for people who have been here for years.
 

 
 
Quote from: blonde

 3) I want to embrace the new players. New blood will keep the server fresh and alive. I hate to see a new player be stuck in character approval for 3 weeks and then give up and leave us, never even having seen the server. (Sorry CA team, a ton of respect for your amazing work, not so much for the current strict process). When I started here I was such a noob, both with nwn and Layo lore. I learned from playing and RP'ing with others, and still do :)
 

 
 
Quote from: G.Giant

 I really want to like Layonara, but the hurdle of getting started is HUGE. I can go to Arelith or FRC Cormyr with a new character concept and be up and running with a good group of quality RPers that afternoon. Not here, you have to wait for someone who obviously has other things to do to notice your submission, and then invariably there will be some minor changes requested that will delay you for days longer. I can absolutely guarantee you than many a great RPer has walked on by because of the bureaucracy.
 

 
 I said this was going to be an issue to player base growth more then a year ago. Now it seems to be an issue. So I would really like to see the CA process lighten up, a lot.
Title: Re: What do you want from Layonara?
Post by: jrizz on October 26, 2009, 12:38:44 am
Quote from: blonde
5) I want it to be easier to meet other characters. A looking for group list? It's a big world today, and often with few players. 4 years ago the world center was Hlint and the max level was 20 (except for a rare few). This led to a much higher concentration of like-level characters in the same areas. Lifting of the level split rule was a big step in the right direction!
 

 
 
 This is such a key point and even more so when you have a big world with a small player base. How do you find other players? Simple, I would like the server status page to show where players are. Why does that have to be top secret information?
Title: Re: What do you want from Layonara?
Post by: jrizz on October 26, 2009, 12:47:00 am
Quote from: Pseudonym
The counter-argument being it might encourage those otherwise condemned to perma-death during the Green Mile to do something of significance during levels 1-19 such that they would feel comfortable applying for World Leader when they hit 20?
 
 As Dorg stated, I know this is not a debate thread - but that thought occurred to me as I was pondering jrizz's post.
 
 
 I would like to see WLs be truly special and held to extremly high standards. Of course part of this means that not every PC should have to be a WL in order to progress.
Title: Re: What do you want from Layonara?
Post by: blonde on October 26, 2009, 02:49:45 am
Quote from: Gulnyr
Acacea says good things.


She sure says ALOT of things, once in a while she is bound to hit a good one! Kidding! I liked it all. :p

Thought of one more thing though. I want openness and transparency and willingness to change and listen to the player base. So a big thanks to Dorg for opening the floodgates here. Lots of good things have been said in this thread I think.
Title: Re: What do you want from Layonara?
Post by: EdTheKet on October 26, 2009, 05:32:12 am
Quote from: Dorg
I do not plan to comment on anything said in this thread until it has run its course, and then only maybe. The primary reason is time, but also to give you all a chance to speak without my influence.

I can echo Dorg, but I can say already that many an interesting suggestion has been made already.
Title: Re: What do you want from Layonara?
Post by: cbnicholson on October 26, 2009, 09:18:05 am
Entertainment, a good story, more players really feeling the characters.

More opportunities for non combat XP!  

I have other wants, but they sound more like rants when I type them out so I'll leave off there. :\
Title: Re: What do you want from Layonara?
Post by: ShiffDrgnhrt on October 26, 2009, 04:12:32 pm
I also agree with the idea that Characters should not be defined by their Classes, despite the fact that some characters are based on the "Class" they Have.  (Paladins come to mind).  Having a Character that is a 5/8/7 Rogue/Fighter/WeaponMaster Split, one might not think that those 5 rogue levels have anything to do with the Character, but anyone who knows Tyra knows that she is slowly becoming a Ninja/Assassin type, despite her handicap of only have 5 "rogue" levels.  I Agree with how someone put it (I can't reference who atm) said that class descriptions should not be what define a character, especially since we are stuck in a class-based engine, when we are moving toward are open skill based engine.
 
 I also believe that WLs should be allowed to continue with aspirations prior to their WL.  Unless you become a God, I think anyone should be able to keep going after ambitions, even should those ambitions conflict with whatever their WLDQ put them (e.wx Angela's new ambition conflict with being the Diet of Lor or perhaps with whoever Angela answers to/works with).
 
 What else...  IF you guys, as the Developers, could somehow give the players SOME chance at creating unique or inventive "items" for players to use.  I don't know what can be considered unique or inventive.  However, much like DMs offer up time to get Characters in costume for parties, or offer to enscribe things on items, perhaps offer some time to be various "specialty" merchants, selling things that players my want an existing "item" to represent it.  Maybe things like a grappling hook, a whetstone, religious iconography, kingdom iconography...  I donno...  Just a thought  :)
Title: Re: What do you want from Layonara?
Post by: Pen N Popper on October 26, 2009, 09:17:11 pm
I'd love to see a way to encourage two to six hour per week players to play. Something to think about for the MMO perhaps but could be tested and refined here. (Yes, same old PnP wishing for a time-based leveling system.) Can I buy my way up?

You may think what I'm suggesting is violating some blood oath of RP. Keep an open mind instead and look around at today's gaming world. Lots of fun and profit to be had out there. Find a way to embrace the masses and encourage the core.

Social Games: How The Big Three Make Millions (http://www.techcrunch.com/2009/10/26/social-games-how-the-big-three-make-millions/)

You have the creativity to make it happen.
Title: Let me add to my list of suggestions
Post by: SteveMaurer on October 27, 2009, 07:45:29 pm
Here are a few other things that I think would help Layonara...
 
 Reduce power-gaming incentives:
 Reduce bureaucracy:
 World definition:
 General Gaming Style:
 (*) In my own PnP game, of a game system of my own design, XP for "work experience" in a particular skill is limited, but you can use money to "buy training" (i.e. go to school, which also gives you XP). There is absolutely nothing that would prevent Layonara from cutting combat XP down, but having "schools" that let players trade Gold for XP.
Title: Re: Let me add to my list of suggestions
Post by: Gulnyr on October 27, 2009, 08:59:40 pm
Quote from: SteveMaurer
Allow Epic CDQs again - meaning CDQs whose intent is to change the world, but do not necessarily have WL status attached to them. Allow any PC to attempt such a quest before level 20. Otherwise, the incentive is power leveling.

I'm not opposed, but there might be some misconception behind this one.  The current WLDQs aren't necessarily about changing the world, normal CDQs can potentially lead to changes, changing the world doesn't require a CDQ at all, and "making a mark" to be eligible to become a WL doesn't necessarily have to involve making a change to the world.  For example, nothing Jennara has done to change the world has been via CDQ.  She's never had a personal CDQ, in fact, other than her WLDQ, which could have led to a world change had she failed, I guess, but basically just maintained the status quo by succeeding.

Quote
For the love of all creation, please change CNR to be plausible. My sense of disbelief is entirely destroyed reading advertisements for boxes of chicken eggs listed in the thousands of gold pieces. How about cockatrice eggs instead? Instead of Yew, how about Magewood? (etc.)

[post=982282]First[/post], just for a different perspective.  Second, the economy is completely broken.  There is no mint anywhere; instead, money grows on monsters.  It's insane.  With an endless supply of gold coming in, there's bound to be inflation.  Among adventurers, who can just waddle out and beat coins out of pretty much anything like Mario punching bricks, gold has little value, so cartloads for eggs (and everything else) isn't really all that unexpected.  

It would be nice if that weren't so, though, yeah.  Or if there were a market to visit for common supplies (like eggs), though I suppose that would change some sort of balance in the crafting department.

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In a similar light, understand that some players simply enjoy taking on combat challenges, and they are not at fault that NwN (through implementing DnD) gives disproportionate rewards for doing so. But rather than get mad at the players, simply tilt things in the opposite direction (*).

(*) In my own PnP game, of a game system of my own design, XP for "work experience" in a particular skill is limited, but you can use money to "buy training" (i.e. go to school, which also gives you XP). There is absolutely nothing that would prevent Layonara from cutting combat XP down, but having "schools" that let players trade Gold for XP.

I'm a little confused.  If bashing gives less XP, and if school gives a new source of XP, and if school costs True, and if True grows on monsters, what changes?  Wouldn't the bashers just take their gathered True and buy from the school the XP they "lost," coming out the same at the end?  Would this not just increase the incentive to bash for the True to buy the XP?  I'm just not seeing how this lowers the reward for bashing or improves the chances at XP for those who don't bash in comparison.  It does seem a nice gold sink on the face of it, but I doubt people who can buy XP are going to lower egg prices, heh.
Title: Re: What do you want from Layonara?
Post by: jrizz on October 28, 2009, 12:03:41 am
Here is what I want - Actual balance please. The power balance between casters and fighters is way off. I know this is going to unleash all kinds of replys about how it is not so, but when you have mages soloing around places that even the toughest fighters on the server would be mashed potato's if they tried even one spawn, something is off.
Title: Re: Let me add to my list of suggestions
Post by: SteveMaurer on October 28, 2009, 01:05:30 pm
Quote from: Gulnyr
[post=982282]First[/post], just for a different perspective. Second, the economy is completely broken. There is no mint anywhere; instead, money grows on monsters. It's insane.
 
 I completely agree. Inflation happens when you have too much money chasing too few things of value. Deflation happens when you have too many things chasing too little money. As typically happens in long-running persistent worlds, Layonara has both of these trends. The market for durable craft goods is deflationary, because once crafted, a +1 Iron Greatsword never goes away. The market for CNR is inflationary, because there is a limited supply, and gold is almost worthless in comparison.
 
 Presently to combat this, there are outside controls imposed that have no in-game justification: PCs are forbidden to "Mull", just give their old equipment away. And to artificially reduce demand, the level restrictions have been jacked through the roof so that a starting PC can't wield or wear 90% of the items in the game. The pawners are a clever in-game addition, but they have the out of game restriction of being constantly out of cash. And "donation centers" are the trash barrels for good PCs, but there is nothing equivalent for neutral or evil PCs.
 
 But I do not like outside controls. You can make things work more naturally with in-game changes.
 
 
Quote from: Gulnyr
I'm a little confused. If bashing gives less XP, and if school gives a new source of XP, and if school costs True, and if True grows on monsters, what changes? Wouldn't the bashers just take their gathered True and buy from the school the XP they "lost," coming out the same at the end?
 
 It provides an in-game fix for the inflationary issues above. When gold can be traded for XP, is suddenly starts to be valuable again - even for high level PCs.
 
 
Quote from: Gulnyr
I doubt people who can buy XP are going to lower egg prices, heh.
 
 Economics says you are wrong. When the value of gold goes up, how much people are willing to trade it for (in terms of CNR) will go down.
 
 But thank you for reminding me that I missed a suggestion for the other half of the equasion:
 
Title: Re: What do you want from Layonara?
Post by: miltonyorkcastle on October 28, 2009, 01:14:37 pm
Reminder: Please do not debate the requests made in this thread. If you wish to debate a point or discuss a request, please do so outside this thread. This thread is for people to offer up changes they'd like to see, not to debate the merits of those desired changes.

Thanks and keep posting! There is a lot of good stuff in here!
Title: Oh, and another thing
Post by: SteveMaurer on October 28, 2009, 01:19:53 pm
Title: Re: What do you want from Layonara?
Post by: jrizz on October 28, 2009, 01:56:14 pm
One more request - I would like to see more mixed spawns at higher levels (@lonarins thought from another thread). So that once the mass death/stun spells are all cast there are still a good number of tough ready to fight angry bad guys to deal with. This would mean tweaking will and fort saves, adding some immunities, and adding some items. But it would result in the absolute need for a mixed party.
Title: Re: What do you want from Layonara?
Post by: jrizz on October 28, 2009, 03:43:00 pm
Adding to my growing list of requests :) (maybe I should start to study the toolset and help make some of these changes instead of just asking for them)

1. More powerful magic items please that are Class, Race, Alignment restricted by OOC statements in the item description to overcome UMD being abused. Like how about +4 weapons since GMW now goes up to +6. And maybe the best of the armors (enchanted mithy) should be +5 and the best of the shields +4 now that vestments goes up to +6. How about some rings that are tied to deities and alignments that have +1 to +4 stats with some other things on them like pluses to saves or some spell affect x times a day.

2. I dont know if anything can be done about this one but the UMD needed to use scrolls is kinda high (25 + the level of the scroll). The cost of those scrolls is also very high so there is already a good boundary to over use.
Title: I'm not done...
Post by: SteveMaurer on October 28, 2009, 06:04:33 pm
OK, this one is specifically in regards to Ed. I hope he takes it in the constructive way it is intended.
 I will give an example. This entire sequence of threads started out when Ed just flat denied Honora's PC, Genna Brendimeere, from taking Sacred Fist levels, not rerally based on much. In response, she withdrew the request, and stated "Nothing further will be done with this char".
 
 I do not like that result. It just isn't fun.
 
 If I were the loremaster, this is what I would have written instead:
 
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Shindaleria is Mother Ocean. While capable of violence when necessary, she hates random destruction, such as the way the demon's hurricanes wreak devistation upon her beautiful coral gardens. Thus, study of combat for its own sake is generally seen as a path to debasement. It is the way she has lost too many of her people to the demon goddess, Mist. She has no Sacred Fists.
 
 Not yet.
 
 Genna is hereby approved to take Fighter levels. She should also sign up for at least two CDQs, for her to develop her own unarmed Water Style combat techniques (which must be unarmed), complete with her own katas based upon the nature of water. This will culminate (if she survives), in a WLDQ to persuade the High priestess to present her case to Shindaleria herself.  After this she will be rebuilt.
 
 Understand that Genna is by no means guaranteed success, even if she lives to see the WLDQ. In fact, there are at least four possible outcomes of this decade long quest. She could: 1] Fail to convince the High Priestess to offer her sponsorship, in which case Genna would be rebuilt into a 100% fighter, 2] Convince the High Priestess to continue the relationship, even when the Goddess herself has doubts, in which case Genna will be allowed a rebuild with all her current Cleric levels removed and her Fighter levels replaced with Monk levels (and become a special associate of the temple), 3] Convince the Goddess and be allowed a full rebuild as a Sacred Fist, or 4] Be taken in by a spiritual bond with Shindaleria, and rebuild as a full Cleric (perhaps with more of a martial focus than normal Shindaleria Clerics engage in). The most likely outcome is 1], but if she succeeded in 2] or 3], she would become Grandmaster, and founder of, the Water Monastery.
 
 I already have in mind some of the things Shindaleria, and her high priestess, will, and will not, accept as katas (in game represented as skills and feats) deserving of sponsorship. It will be up to Genna to find these on her own, but I will instruct the GMs to give broad hints. And I will start with one hint here: at least one aspect of a water style kata that Shindaleria would accept, is not actually combat effective in Layonara for other reasons.
 
 
 If the player decides to take it upon herself to do this, there is story there. Genna may not succeed. It may be a tragedy in the end, but there isn't so much of the out of game business that turns players off, and causes them to abandon perfectly good characters and stories.
Title: Re: What do you want from Layonara?
Post by: jrizz on October 28, 2009, 07:04:00 pm
@Steve sorry to be so blunt-headed but, is there a request in there? Are you asking for more unique ways to build up unique PCs? I like the idea of taking some base class levels and then rebuilding later on a successful CDQ.
Title: Re: What do you want from Layonara?
Post by: Lareth on October 28, 2009, 08:16:25 pm
I'd like to see a little more in the game for Rogues.  Now I may be wrong in this, so feel free to correct me, but it seems to me that rogues have the odds decidedly against them here, and most folks seem to look on them as little more than underpowered fighters (not saying thats how it is necessarily, just the feeling I got).  From my limited playing of a character who is a rogue, I thought of a few things that might be nice to see for our light fingered friends.

1.  Small XP awards for picking locks and disabling traps (I've found that traps can sometimes give xp awards, but it didn't seem consistent for all).  Also perhaps XP awards for setting traps as well, though that might be very problematic and open to abuse, so maybe only give it out if the trap is triggered.

2.  As fighters now have named weapons which can give an XP bonus on a kill, could we have something similar for rogues where they get a little extra xp hit if they take someone / something down with a sneak attack?

3.  More "stuff" for us to steal/lift/purloin/pilfer or otherwise lay our greasy little paws on.  That said I'm 100% behind the do not steal from other PCs idea as having played on a server where this was allowed, saw it used to grief other folks far too often, and I'm sure the DM team has a lot better things to do with their time rather than play the PP police.

4.  Somewhere for rogues to gather, perhaps in Vehl, which might not be accessible to other pc classes.  Maybe give them a pawn shop there and some shops catering to rogue related items (but nothing above what's offered in the other stores - so like +1 lockpicks, and lesser traps, which I've never seen anyone sell as crafted goods yet).  The pawn shop makes sense to me, as professional thieves would almost certainly have better access to places to dispose of their loot than other classes.

Anyways, just my 2 pennies for you.

~Lareth~
Title: Re: Oh, and another thing
Post by: lonnarin on October 29, 2009, 02:11:30 am
Quote from: SteveMaurer
  • Rather than having overall max gold limits for pawners, pawners should simply have a maximum transaction value for anything they buy. Say: 50 gold for small market shops, 100 gold for large city shops.   Not only would this eliminate the problem of some people crafting enchanted gems to make 10,000 gold in one quick sale (and rendering the shop uselessn for everyone else), it is actually realistic in the way pawn shops really work.


take your 500-dollar XBox 360 to any pawnshop today, you're lucky to get 50 bucks.  Very realistic.  Pawnshops aren't there to make you rich, they're there to get rich off of YOU.  The poor sod who's hawking the family heirlooms to pay the electric bill on time!  The Pawnshops want to SELL items more than they want to buy them.  Once X amount of gems, lumber, eggs, or swords are sold to them, that's it.  They're not stupid.  they won't bankrupt themselves overstocking on things they have no demand or market for.  Gold limit is fine, but ITEM limit, now thats just divine!

I totally agree with the CNR requests you made as well.  Just over 3 dozen eggs for 2500 gold, the kind of gold that a peasant farmer DREAMS about coming into?  No way.  Eggs are 88 cents a dozn at Wal-Mart.  1.29 at Publix.  A dollar gets you a tiny cheeseburger at McDonalds, OR an egg-McMuffin!  This isn't just a current economy issue, this is a "any fool can buy a ouple chickens and make their own eggs for a fraction of the box price" issue.  This is why eggs are so cheap today.  Because all you need is scraps and grain to feed a flock of chickens to make you a gazillion eggs a year.  Saying adventurers need 2500 gold for 35 eggs is like saying a teenager needs to pawn his CAR to egg a house.  In reality, he needs less than 5 bucks.  less than 1 hour of labor at minimum wage.  According to our economy, one sly farmer would have charged 250 per box of eggs, and afforded the taking over of Hempstead by now!

Crafting should be *time consuming rather than gold consuming*.  LEARNING should be the hump, not the bank acount.  If somebody's dirt poor and they want to whittle wood for a year or two, well then, you have a 0-level commoner who can whittle yew by a year or two.  The source of the CNR shouldn't dictate the magicness of an item, but rather the mages pumping the magic into it.  The ironness or mithralness of a sword or the oakness or the yewness of a bow shouldn't be the sole factor of an item's magi, but the runemasters and spellswords who pump their time and skill into it.  Enchanters enchanters enchanters!  The wood, ore, eggs, and everything else should be easily bought.  That's a big problem with this game engine.  We have mages who can't scribe because they can't chop wood.  Meanwhile there are hundreds of NPC lumberjacks who have less than 100 true to their name.  Make an open *market* for CNR.  Let CNR gatherers pawn their gatherings for mere coppers and a communal inventory of good available be made available.  Make crafting take play-time.  Play time is more valuable than gathered gold; at least to the player!  Especially once we pay to play.  X amount of dollars for x amount of play time which is paid for by x amount of RL dollars, that play time suddenly has real market value to the player/crafter/gatherer!  if the supplies run low, offer a premium on those goods.  If the goods are plentiful, then they are worth far less.  A supply and demand system for CNR.  If somebody plays a mage who can't afford the lumber for making scrolls, maybe they could make a lumberjack as well to flood the market and lower the price for the other.  A fair exchange for fair labor, on both ends.  The lowbie characters get their gear paid for, and the higher level characters don't need to hack off an arm or a leg to pay for them, just time and effort.

Crafting in this system is instant.  You toss the items on the table and its done.  But what if you could only chip and polish maybe a dozen gems per every RL 24 hours?  What if scribing a spell scroll took as much time as some poor kid doing advanced calculus homework with 5 pages, 30 problems?  The time consuming aspect of crafting today is pumping money into it.  But what if time and effort were pumped instead?  Then LABOR and SKILL would be valued far above base omponents.  As the voice of Leanard Nimoy poses to me every time I play Civ 4 and learn mechanization, the whole is worth *more* than the sum of its parts.

Some ideas for time consumption... Alchemy should take 12-24 hours to complete its fermentations.  You could set up a certain amount of potions to sit on that alchemy bench, but hey, the first one isn't finished for a set amount of time after ou mixed it and set it down to complete.  Scribing a single spell should take 4 hours.  Forgeing a weapon should take 4 hours.  Smelting should take 30 minutes.  Now we don't want to have players sitting there that long at the onsole.  That gets boring!  But maybe it could fator in their down-time when they're logged off.  If a player could mine 40 platinum and take 20 hours to smelt it, they could start the smelting process, and not do anything else with that character for like 10-20 hours.  They need to schedule their downtime as much as they schedule their play time!  I think that would both effectivel botleneck the powercrafters, and reward those with not enough play time at their disposal, and even out the crafting levels per each player.  And it has people adventuring more with their free time that they get to play, but rafting while they're at work, spending time with their families or at their RL jobs.  It kind of gives you something to shoot for when you're working all day, to know that when you come back and log in, that you have 20 potions or 40 ingots waiting for you when you do.  That puts butts in the seats, so to speak, makes people feel productive during what used to be down-time.  Down-time could be craft time!

I feel that a system such as this would greatly benefit many of the rogues and mages who just can't grind for gold like fighters can.  it would have low level, frustrated players eagerly working to build up a bank acount, make the adventurers much like the NPC workers at some level.  And it would reward people who kept with the program and kept their nose to the grindstone, supplying the rest with the items they need.  You could then sparse multiple gameplay styles to filling an acount.  Instead of the "I can mine and carry anything, I just made it, you can't" disparity we sort of have with this Bioware system.

This is probably totally unrealizable in the Bioware inarnation of Layo, but by the MMORPG version, it could be done.  WoW does it somewhat with its shops and its open auction halls.  I could play an intro character who couldn't fight well, look around for ore, bundle it up and auction it, and then afford that nice little sword I needed to help me in the area I hunt in.  Open market economy, that's the ticket to solving CNR stagnation!  An open database of goods calculated in value by supply and demand.
Title: Re: What do you want from Layonara?
Post by: ShiffDrgnhrt on October 29, 2009, 02:31:27 am
@Lonn:  That's what I am expecting the crafting in the MMO to be like, but with NWN, how do you make that work?  THAT'S the problem...

And reinventing a crafting system at this late stage isn't going to happen unless someone decides to do it ALL by themselves

EDIT:  WHOOPS!  Forgot which thread this was!  >.<  Just ignore me...
Title: Re: What do you want from Layonara?
Post by: lonnarin on October 29, 2009, 02:35:09 am
Quote from: ShiffDrgnhrt
@Lonn:  That's what I am expecting the crafting in the MMO to be like, but with NWN, how do you make that work?  THAT'S the problem...

And reinventing a crafting system at this late stage isn't going to happen unless someone decides to do it ALL by themselves

EDIT:  WHOOPS!  Forgot which thread this was!  >.<  Just ignore me...


No worries!  I edit like 20x a minute anyhow, lol.  Yeah, it'd be tough for this incarnation, but the next one, that's the ticket!  Once we can rebuild the whole bop-she-bang from the ground up, then we can take what we learned here and make it better.  I have high hopes for the team in that regard.  What they've done with both this archaic (ancient even) game engine and the D&D system amazes me.  With a clean slate... we could make something exponentially more incredible. :)
Title: Re: What do you want from Layonara?
Post by: lonnarin on October 29, 2009, 02:51:37 am
Quote from: Lareth
I'd like to see a little more in the game for Rogues.  Now I may be wrong in this, so feel free to correct me, but it seems to me that rogues have the odds decidedly against them here, and most folks seem to look on them as little more than underpowered fighters (not saying thats how it is necessarily, just the feeling I got).  From my limited playing of a character who is a rogue, I thought of a few things that might be nice to see for our light fingered friends.

1.  Small XP awards for picking locks and disabling traps (I've found that traps can sometimes give xp awards, but it didn't seem consistent for all).  Also perhaps XP awards for setting traps as well, though that might be very problematic and open to abuse, so maybe only give it out if the trap is triggered.


**totally agree there!  No more "let the dwarf spring it" but more, "stand back dwarf, let me train my skills and learn..."

Quote
2.  As fighters now have named weapons which can give an XP bonus on a kill, could we have something similar for rogues where they get a little extra xp hit if they take someone / something down with a sneak attack?


*** like every time they hit an opponent flatfooted!  Gives the rogues incentive to go on assassination missions.  Maybe every first time they use the poison on their blades! (and HIT with it!)

Quote
3.  More "stuff" for us to steal/lift/purloin/pilfer or otherwise lay our greasy little paws on.  That said I'm 100% behind the do not steal from other PCs idea as having played on a server where this was allowed, saw it used to grief other folks far too often, and I'm sure the DM team has a lot better things to do with their time rather than play the PP police.


***monster stealing XP!  If you want to play a rogue who sneaks up on a group of monsters, robs them dry and runs off, so be it!  Xp for that too.  Rogues shouldn't see a band of bandits and think, "how can I KILL them for XP/gold" but rather, "how can I use my skills to take their stuff and run off with it and become a better thief?"  Unless they're a sociopath or have a vendetta, the focus should be on the coinpurse, not on the blood geysers.  Make the stealing XP comparable to maybe 1/4 or 1/8 of the killing xp, but based on CR of the target.  That way we can have rogues stealing from tougher marks for more xp, and epic rogues wont abuse the system by farming xp from uber low lvl marks that they always sneak/pick effortlessly.

Quote
4.  Somewhere for rogues to gather, perhaps in Vehl, which might not be accessible to other pc classes.  Maybe give them a pawn shop there and some shops catering to rogue related items (but nothing above what's offered in the other stores - so like +1 lockpicks, and lesser traps, which I've never seen anyone sell as crafted goods yet).  The pawn shop makes sense to me, as professional thieves would almost certainly have better access to places to dispose of their loot than other classes.


***we need a more accessable "thieves guild" that's for certain.  With NPCs that deal out thieves quests, Assassination quests, subterfuge quests, etc.

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Anyways, just my 2 pennies for you.
~Lareth~

  ***well spent!  I like your points.  I'm not debating them, just commenting on their awesomeness and echoing my desire for them. ;)
Title: Re: What do you want from Layonara?
Post by: lonnarin on October 29, 2009, 03:05:36 am
Oh yeah, and on social skills.  I'd like to see SILENT social skill checks vs. automated opposed check which are silent to all unless they are passed, and THEN they are available to see by the opposition, and not at all by the bluffer.  No more of "character x says statement Y and he is bluffing, do you see his bluff?"  but more of, "character X is bluffing, and IF your automated opposed check wins, you can see that he is bluffing.  If not, you just don't know!"  As it is now with this system, the bluffer actively informs the mark that he is bluffing, which can lead to metagaming that they know.  And if the bluffer bluffs and the mark knows, the bluffer knows that he knows, *squint squint*  And that can lead to even more metagaming.  I want to eliminate that factor of OOC knowledge altogether.

Sort of a double-blind if you will!  Then you have situations where a lying liar knows that he is lying, but perhaps the one he is lying to doesn't know.  And if he DOES know you are lying, you just don't know!  Right now we only can do this with a DM present with all silent checks sending tells and relaying such information.  Keep that up.  As for the next incarnation, let's make it the staple of the game mechanics.
Title: Re: What do you want from Layonara?
Post by: lonnarin on October 29, 2009, 03:27:49 am
Above all, as far as CNR and crafting goes, I think it would be ideal if mages had more of a role in MAGIC items.  Bjorn can go out there and mine copper, bronze, Iron and Platinum without breaking a sweat.  Adamantium or Cobalt with a good group.  Mithral... hooo, I wish, but the metal should be more available.  But when he crafts it, it should only be masterwork with the POTENTIAL to become a sweet magic item.  Dwarven miners shoulnd't make magic items out their butts, but rather make the pre-req CNR FOR magic items.  Then when we meet those lower level mages, we should be like "hey! ye know MAGIC?! *mind boggles* you could ENCHANT for me!  Help me make gold!  Come with me lad, I want to partner up with ye and ye kin help me git richer, and I'll make ye rich fer it!"  That brings some of the mystique back to the mages, their awesome power.  It makes magicians highly sought after.  Magic items should need MAGIC to create.  Not just lion bags, strength scores, pickaxe swinging or fighter levels.  By increasing the need for mages, we help bring them a job as a labor force, and gold to win from that effort.

So in short, I'd like to see, multi-class crafting!

That right there increases even the most devout solo powergamer's desire for finding groups!  Sure you're awesome, but you can be MORE awesome with the right number of social connections.  Social connectivity should be the focus of an RP environment.  Don't make any person see another's CR and dismiss them, everybody should be useful.  Maybe High powered mages see the low level fighter and think "hmmm, if I help this person, We could get rich crafting magic items.  Instead of grinding xp, I'll help this new fighter."  Tweak the game mechanics and crafting mechanics to reach the social dynamics that we desire.
Title: Re: What do you want from Layonara?
Post by: Frelinder on October 29, 2009, 10:10:27 am
I haven't been playing for over a year now but I like this place alot and have spend thousands of hours in this world.

What to do to make this world not dying... instead get in fresh new blood and a fun place for adventures and RP?

Make it easier for newbies to start playing here. Maybe many of the rules should instead be guidlines. After time the new player will learn more about the world and all the rulez..

Make it easier to submitt a new character.

Make a "new" Hlint there all the players can chill out, meet up, RP and have as starting point for adventuring. This means It should be easy for all Lvls to get to other places in the world from this point. Like having a port to alot of different places on both servers and an harbour. This would defently do so that the servers don't feels so empty when you log on.. easier to meet new friends and so forth..

Do this server just wan't to have players that can devote tremendous amount of time into this game or should it be fun and giving for everyone? including them that can maybe play for 2-6 hours/week? I think PnP are on to something here. A small amount of XP based on time.

More small NPC quests like the ones you can do when you are low lvl. Saving a prisioner, Killing a thief that roams the forest, Deliver a package to a king and so on.. This is great things for the new players and it shouldn't stop there. Why not make new and harder ones also for higher lvl players?

I like Layo alot because of the RP and when you play in it you are IC and not OOC like in other Hack n slash worlds. But If you have a job, a family and also a RL you don't get that many hours/week to play and when you play you might wanna have some action and go out and killing stuff. Its most fun in an party and this not exclude RP but doing both works fine. This community have a tendence to point fingers at the Hack and slashers and say thats bad, wrong and ugly. Why as long you stay In character, RP along the way, inerract whith other players? There must be room for those who don't can, or wan't to attend quests, make a mark in the world or sit on a bench and talk about plots.. - co-existens. Otherwise the a lot of players especially new players will just feel this is an exclusive club where they are not welcomed in. Instead of letting them having fun and after a while the ones that wanna be more involved will do that because they wan't to.. not because they are being forced.

One funny thing. Its ugly to hack and slash to gain XP so you can advance fast in lvls. But its not ugly to Craft all day long to advance fast in the crafting XP ladder? Why is that? Realy? An hack and slasher in a party RP more then a crafter that collects CNR and hanging in crafthalls all day.. Although I like doing both of these things so nothing bad against all the crafters out there :P

I have attendet alot of Quests but many of them I feel that I haven't contributed that much. Several reasons for this. I type very slow! English is not my mother language so often I don't understand things. However in some quests I have been very active and one of my funniest Layo moments is from a quest =)

So my conclusion would be. Yes I wan't to have the living breathing world. But for that sake does that means that I can't be a champion and go out and kill giants whithout someone point fingers?

/ Boon Loom - the balled killing machine/ Kilkenny - the crafting Xenite
Title: Re: What do you want from Layonara?
Post by: SteveMaurer on October 29, 2009, 05:48:13 pm
Quote from: jrizz
@Steve sorry to be so blunt-headed but, is there a request in there? Are you asking for more unique ways to build up unique PCs? I like the idea of taking some base class levels and then rebuilding later on a successful CDQ.
 
 First, no worries on being blunt. I have very thick skin.
 
 Now to explain. It is a general approach that I am encouraging the Layonaran team to continue to persue. I am especially pleased that Honora seems to be having a chance with her character to try a CDQ in that general direction, which shows the care that the team shows.
 
 I think what Dorg is asking for more than just simple suggestions in this thread. After all, Layo already has a whole group dedicated to those, so that would be redundant. I see it more as a request for higher level themes - what works, and what doesn't - which is why I've organized my suggestions around in that direction.
 
 Which brings me to two more general suggestions, and examples of what I mean.
 
 Add Mechanical Compensation For Non-combat Religions
 Consider Recognizing, and Having Plots involved with, moral ambiguity
 
 This might be more of a suggestion for the MMO, but presently Layonara betrays a deep connection to AD&D's weltgestalt, with all the problems that entails. The "good" races, being cute (hobbits), winsomely gruff (dwarves), proloterian (human), beautiful (elves), and of course, lily white, travel into the lands of the "evil" primitive, ugly, non-white races, to extract raw materials for their imperialistic economies. The "evil" races have a problem with the "good"/white races tresspassing on their lands, so battles ensue in which the "good"/white races use superior (magical) technology to massacre the "evil" races down to the very last individual, loot their bodies of all things of value they used to own, and bring them back to their native lands, where they build palaces with the profits. This is "good" because as the Crusader (paladins) say, all the "evil" races need to do is worship the "good" Crusader gods, abandoning their own culture and being subserviant to the paladins and the state religion of the "good" gods, and there wouldn't have to be all that unpleasant little blood all over the place.
 
 In Layonara, you even have the Raven and Angel's guilds standing in for the East Asia Trading Company, to make it an almost perfect representation of 19th century imperialism. Except that real imperialism was occasionally not quite as awful.
 
 Now please understand, this critique of AD&D goes back almost to its very beginning. Moving away from Dave Arneson's Catholic viewpoints was one of the first things that secondary worldbuilders did. Tekumel, for instance, is set in a fantasy south-east asian setting. Glorantha's main conflict is a stand in for the Lunar(Roman)/Orlanthi(Germanic Tribes) stuggle from the first to fourth centuries. But to me the objectionable part isn't the overwhelming religious, cultural, tribal, and racial bigotry that many AD&D worlds possess, as that is an extremely realistic part of medieval societies - and hell, being a fantasy Conquistador is fun! Instead, it's the notion that one side can be given the moniker of "good" and the other one "evil".
 
 To that end, I'd like to see the following kinds of things thrown in the world:
 
Title: Re: What do you want from Layonara?
Post by: willhoff on November 03, 2009, 03:42:43 pm
I would like to see the number of soul strands a character can loose before perming raised from 10 to 20.  This will do two things:

1) You still keep the perma death system in place which discourages characters running around killing things with no consequences and gives a real life feel to the game;

2) It will promote characters to go on more quests and explore new areas, it will get characters who are close to permadeath more involved in the game, and will revitalize the server and the fun factor.

Right now I think there is a tendency for alot of players to run thier characters in known areas so that they can level and get stronger so they wont be permed, instead of adventuring and taking on new challenges like we all should be doing.  

I think the number 10 is too low compared to the thousands of hours and hundreds of battles that we put our characters through.

Otherwise not much to comment on.  Layonara is by far the best server out there.  I really enjoy the mix of a facinating and challenging world to explore, great GM's who are truly involved and who run quests all the time and give impromptu's, awesome player base with great rp.
Title: Re: What do you want from Layonara?
Post by: ShiffDrgnhrt on November 03, 2009, 10:30:33 pm
I'd like to see some NPC enemies that can cast see invisibility if a player gets TOO close to them. Maybe limit it to one NPC per group, but, just a thought. Why aren't enemy mages running around with Truesight cast 24/7 like EVERY mage I run into IG?
 
 And maybe some more NPCs that have working ears? Or maybe "sneak undoing traps" in places like Bandit camps or castles. Why wouldn't these places have things that can foil our "ninja" types (SDs, Rogues, Rangers)? The Japanese used to rig all sorts of things into their castles to foil ninja, even something as simple as pebbles on the floor. And of course some sort of minor reward for navigating these traps, but perhaps much like PoI flags, once you find the disarming switch the first time, you don't get any more XP, to kill any potential abuse.
 
 AND you'd have to pass some HARD DC to even disarm the trap, based on of course the Skill, keeping this sort of reward to those who should be able to recieve it.
Title: Re: What do you want from Layonara?
Post by: willhoff on November 04, 2009, 12:34:22 am
One Idea for fighter friendly type areas would be an island that you sail to that is completely no magic.  Maybe off of Krashin and snow type terrain or a tropical Isle were you have to ride wild horses to get from place to place.  The isle would be inhabited by progressively harder creatures as you explore.  They would do physical damage and maybe other types of non magical effects like ability drain, poison, disease but no death magic or stun attacks.  Maybe also have some good ore on the Isle too so you have a goal to reach.  Also could have some traps in there for the Rogue types as well in some areas.

just some thoughts...it might be too hard to create that:)
Title: Re: What do you want from Layonara?
Post by: Nehetsrev on November 04, 2009, 12:04:46 pm
Area progression idea for a 'dungeon' trek that requires a well rounded group.
 
 First areas are wilderness areas containing creatures with Truesight and high Spot & Listen, as animals should realisticly have better senses than most PC races.  Some of the animals should be 'charmable' by druids/rangers with sufficient Animal Empathy and offer some benefit that might come in useful in a later area.  
 
 These type of areas might allow the option for characters to bash their way through, but should make the party even happier they brought along a druid or ranger to circumvent something in the line of progression either immediately or later on.  Higher XP than can otherwise be gained might be awarded the party if they find the 'nature-friendly' way through and avoid the bash-fest means of progressing.
 
 (one specific idea might be an alter that requires a live White Stag to stand on it in order to open the magical barrier into the ancient dungeon itself, a character with high enough Lore or Spellcraft might discover this need by examining runes at the doorway/altar itself)
 
 
 -------------------------------------------------------------------------------------------------------
 
 Second set of areas might be filled with sentient enemy races or sentry golems that are resistant to magic, again with Truesight and high Spot & Listen.  These should give the warrior types something to overcome and feel useful doing so, and ought to require more than just a bash on through style of play, but also be designed to require using thoughtful tactics, like using choke-points, or allowing archers to reach high-ground to pin-down enemies.  Buff-stripping no-magic zones might have their place here too.
 
 
 -------------------------------------------------------------------------------------------------------
 
 Third set is deeper within, where rogues get a chance to shine by defeating mechanical defenses using Open Lock and Disable Trap, or even Set Trap and Pickpocket skills.  Make Spot, Search, Hide and Move Silently useful skills here too, allowing and perhaps requiring one to scout ahead to reach key points for dissabling a mechanical obstacle.  Higher XP than otherwise attainable should again be rewarded to the party for overcoming the area's obstacles the roguish way.
 
 (A trap-room that the party must be able to sneak out of to reach the shut-off switch before a timer reaches zero and deadly gas fills the area could add some dramatic tension.  Or maybe the gas induces a level-drain effect, or slowness or something, allowing the group to progress through without the rogues, but at a disadvantage against the foes they might face in the area.)
 
 
 -------------------------------------------------------------------------------------------------------
 
 Fourth sets of areas should allow the Clerics and Paladins to shine as the party faces undead, constructs, or outsider guardians that might be turnable, perhaps even obstacles that are more easilly overcome by followers of a certain diety.  Maybe an obstacle can be switched off if a cleric, paladin, or champion of a given diety steps into range and is sensed.  We have filled diety fields, why not use them for reasons other than determining what domains characters have access to for divine spells?  Again, give higher XP awards if members of a certain faith are pressent to overcome the obstacles in a manner suitable for their faith.
 
 
 -------------------------------------------------------------------------------------------------------
 
 Fifth sets of areas could be designed to require the pressence of Arcane casters, or alternatively, flip-flop fourth and fifth area types.  In any case, include some form of checks that require a randomly sellected arcane-only spell to be cast to defeat the final barrier between the party and the next area.  Provide an alternate, but harder and less rewarding route through to the next area for those parties who may not have brought an arcane caster.
 
 Alternatively, the order of the different area types might be scrambled around a bit, so long as all the basic class-types are required to defeat the challenges along the way to earn the best rewards.  Heck, maybe the final reward area could be set up in such a way that special items or more Trues/XP are rewarded to groups that defeat the obstacles in the ways that require the pressence of certain class types, thus a greater reward is given to the party that has it all, than to the party that doesn't.  Yet the party that doesn't should still get a reward of some sort for their efforts too.
 
 --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
 Another not quite related idea here... and not sure if it could be done in NWN, but suppose a script could be designed to send a tell to a player after making a check against their Lore skill and their Class?  So, maybe a few areas might have flavor text that those with sufficient Lore knowledge and who are of a givien class can be mechanicly told as they pass through and then they can share the knowledge with others if they choose.
 
 Example:  A party with a rogue and a druid is moving through a patch of woods, the script rolls Spot checks, then Lore checks for each party member, if the results are high enough, it then checks each character's class, sending the rogue a tell that informs them that they see a red ribbon tied around a branch, indicating the trail to a hidden bandit camp.  While at the same time, the druid's succesful check gets a tell sent to them that indicates a rare plant or herb with curative properties is spotted, or the den of an ancient dire bear is nearby... you get the idea.  Meanwhile a mage might get a tell that informs them the area was the sight of some ancient wizard battle where such and such spell was first used to defeat so and so.  Players get a sort of automatic reward for investing in Lore and learn more about their world without requiring other players or DMs to tell them everything and the world in a way comes more to life for them, and the things their character knows are tailored to the type of character they are.  Heck you could even add a racial check in there too, so only Dwarven rangers might know or have a higher chance of knowing about a certain kind of mushroom growing in a region of caves, for instance.
Title: Re: What do you want from Layonara?
Post by: Xaltotun on November 04, 2009, 12:33:08 pm
What I would like to see is (and purely my own views):

More gm involvement. It would be great to be crafting, chatting, role playing, killing monsters, whatever, and then for a gm to drop something in to involve me more. It need not take long, but I get a better sense of involvement when it happens. I get the same kick when I get xps from a gm for role playing -its says to me "we care".

More areas for lower to middle level characters to explore and fight through. It is TOUGH being low level and would help to see more for low to mid levels.

Areas changing more. The red goblin caves are the red goblin caves and they never change. Why not change the tunnels from time to time, put in an extra level some time, or even take one away, change the spawn triggers, and so on.

I have a sorcerer who finds it tough to kill monsters hand to hand. I see fighters destroying these same creatures with their weapons. Okay, accepted. I see monsters who are immune to magic (or as near as it gets) so a sorcerer is useless. Again, accepted. What I am desperate to see are areas or monsters where WEAPONS are ineffective and magic works. Now that would be a change.

More areas for low - to mid level characters - oh, I have done this one - you can tell I am keen on this point :D
Title: Re: What do you want from Layonara?
Post by: Kaail on November 04, 2009, 12:38:10 pm
what Xaltotun said, more GM involvement. I LIKE RP XP! WoOoOo *coughs* ahem...
Title: Re: What do you want from Layonara?
Post by: Hellblazer on November 04, 2009, 05:52:57 pm
Quote from: Xaltotun
What I would like to see is (and purely my own views):
 
 I have a sorcerer who finds it tough to kill monsters hand to hand. I see fighters destroying these same creatures with their weapons. Okay, accepted. I see monsters who are immune to magic (or as near as it gets) so a sorcerer is useless. Again, accepted. What I am desperate to see are areas or monsters where WEAPONS are ineffective and magic works. Now that would be a change.
 
 
 
 
 Not arguing the point, just making a small precision:
 
 Well there are a few. Depending on what metal you have, your weapon will be useless. Ie, if you bring a bronze weapon in the GF.. forget it, you won't get anything from it when you hit. Unless you had a magical enhancment (flame weapon, Fire enchantment level 3 or more) or GMW casted on it. I remember there was some monsters that their dr were through the roof, and no matter what you had you couldn't hurt them. Don't remember if they are still there, but they exist.
 
 I had to change Bow with Tyillaan in the GF, because it wasn't doing anythign at all beside the Negative energy dmg. now even with her new mahog (still can't use a yew) longbow with cams, and with mahog arrows. Well I still do very poorly, but at least I may do 10 dmg on the giants from time to time, which is much better than her 1 she used to do :p. On all the other foes though, she does hits to what her bow/cams/arrows/feathers/gmw tallies up to with ease. Giants.. ziltch, others wooot!. That's trained bows for you (no flames or enchantments), but eh, Archery is fun! :)
Title: Re: What do you want from Layonara?
Post by: Jilseponie Wyndon on November 04, 2009, 08:33:33 pm
This is supposed to be an ideas thread HellBlazer for Layonara.  As stated before start new threads for other things.
Title: Re: What do you want from Layonara?
Post by: Deacon on November 05, 2009, 02:30:07 pm
Alright, I have been following this topic for a while and I figured that I would put my share into the pot.  And even though I have not been playing here much, I feel like when i did play here I had one of the more memorable characters.  
 
 More recently I have stopped playing here as much not because I don't want to.  I DESPERATELY want to play here because of the systems that have been put in place and the deep Lore that has been built up over the years.  now, this will not be a suprise to many because of my signature and avatar but I play predominantly Dark Elves on Layonara.  My first, Caldiir is the memorable character that I was talking about and my second is one by the name of Quarral who happens to be one of the only Priests of Ca'duz on the server.  
 
 I have been around since the campaign against Blood and things weren't easy then, and with the release of the current campaign things got all that much harder to play a Dark Elf.  I would LOVE to see more effort put into getting people to play as Dark Elves or ANY evil or so called 'shady' characters.  Currently my Dark Elves have to hide behind hoods, cover themselves from head to toe, stick to the shadows which by all accounts is not how a Dark Elf should act.  True Dark Elves are evil to the core, without a shred of good anywhere within range of them.  It is impossible for them to coexist with people who live on the surface without trying to manipulate, coerce, or ruin anything they come into contact with.
 
 With the changes made with the release of version 3 (not bashing the release at all, it was a great release) things got a LOT harder to be a Dark Elf.  We can't go into town, Clerics and Paladins can use Divine Relation to rat us out, everyone from the smartest Wizard to the dumbest Orc realize that a character who is covered from head to toe is trying to hide something and with the limitations of the models from NWN anyone can tell that a slender male character is an elf so they put things together and realize that there is an elf standing in front of them with something to hide...hmm wonder what it could be?
 
 This brings me to my next point, which is the real reason for me making this post.  As a Dark Elf, in my on and off again 5 year relationship with this server, I believe that I have been to the Underdark one time and that was with a group and I realized one thing...the Underdark is a scary scary place.  Which is as it should be, but what I am getting at is that the Underdark should not be a mystery to someone who is FROM the Underdark.  I wish that Dark Elves got their own starting zone in an Underdark city, Olist Orbinn for example, that would have starting quests, dungeons and other things to help Dark Elves level up away from the prying eyes of surface dwellers.  In this city, allow the players to create the Dark Elf society.  Allow them to create their own player run Houses complete with an actual House (that can be purchased like a normal house but cost more since it would be maintained by a group of players), set up a Melee-magthere, Sorcere, and Arach-tinilith and allow the players to populate those academies with Archmages, Weapon Masters, and High Priests/Priestesses.
 
 Allow the characters who live and dwell in the Underdark to create their own storylines.  I think it would make for some amazing roleplaying opportunities for the Clergy of Ca'duz and the Clergy of Vierdri'ira to fight (literally and figuratively) for control of the city.  It would be great to have rival houses doing everything in their power to sieze control of the top seat to garner the most respect from everyone else.  This next one is a biggy, MAKE THE SURFACE AFRAID OF DARK ELVES AGAIN.  How?  Allow the Dark Elves the opportunity to organize and carry out raids on different surface towns.  This would encourage the Surface players to be more an alert and defend their towns against the raiding Dark Elves and encourage PVP.
 
 This all may sound very familiar to some of you who play on other servers, but its what I'd like to see done here.  However, I'm afraid that with things in NWN wrapping up, I can only hope for some of these ideas to be implemented into the MMO.
Title: Re: What do you want from Layonara?
Post by: Deacon on November 05, 2009, 07:10:07 pm
This is something else that I thought of after I posted the above:

Remove the Level Requirement for new subbmissions of Evil aligned characters.

This is one of the reason why I kinda lost interest in playing my character Quarral.  Now, I hope this does not come off the wrong way and I am not disputing the decision or trying to get it changed.  When I originally created the concept for Quarral Mae'zynge it was concieved in conjunction with an old friend and player here, ZeroVega.  We had the intentions of making Mae'zynge an in game house that had lost its nobility status and both of us were planning on playing our characters as evil aligned Ca'duz Dark Elves.  When he fell off the map I went through with the development of my character and waited for months for the release of version 3 when the restrictions for evil characters would be changed.  

Then I realized that I didn't have a character who met the level requirements.  And try as I might, I could not find anyone that could get along with Caldiir long enough to keep him around, nor could I find a consistent group of characters who were evil or on the verge of being evil.  So unfortunately, even though I had played on the server for over two years at that point, I had to settle for a True Neutral alignment on my Priest of Ca'duz, which is fine because he is still only one step away from NE and I can RP him and CDQ him towards the evil alignment.  

However, I want to make a statement that I think mostly everyone here will agree with:

A character's level does not directly translate into a great roleplayer.  

That is not always the case, but sometimes it is.  What I suggest instead is a time period in which a person is judged upon their roleplaying.  For the sake of this post I will use 6 months as a time frame for a person to be on the server before they submit a character.  That doesn't mean that they created a character and then logged on once or twice a week for 6 months and then decides they want to roll an evil character.  That player must be active on the server, attend some DM run quests and contribute in some fashion to discussion on the forums.  This part of this plan is the only place in my opinion that can really be a snag because the issue of 'acceptable level of activity' is so subjective and people will have differing opinions on it.

For example, let's use Jane Fantasyname.  She has had a character on the server for a little over 6 months, and decides that she wants to roll a Priestess of Corath and wants to submit the character with a Neutral Evil alignment.  Her previous character is only level 9, but she has kept up with a character journal with regular posts every couple of days, and she tries to log on as often as she can to role play with others on the server.  She has even attended a few DM quests and gotten to know quite a few people on the server.  She reads all the information on Corath, develops a lengthy and detailed background for her Priestess and submits the character to the forums.  The Character Approval team sees it, and flags it for DM Team input since it is a character submission for NE.  The DM Team opens up a thread on their private forums about the submission for their input as to whether this player was active or not during the 6 month period that she has been playing on the server.  Once the DM's have reached their conclusion they alert the Character Approvers (who should be using this time to work out any other kinks in the character biography) sees the input from the DM team and approves or disapproves the character biography based on all that input.

Now, as I already said some of this is subjective and isn't PERFECT, but I really think that a system like this one could work better than the current system.  At least, I think, it would encourage more people to roll evil characters.
Title: Re: What do you want from Layonara?
Post by: Deacon on November 05, 2009, 07:12:30 pm
After rereading the Alignment Rules on Evil, I noticed that it already has a time requirement of 9 months, but the level requirement is still there.  I still move that the level requirement be removed.
Title: Re: What do you want from Layonara?
Post by: ycleption on November 05, 2009, 07:14:24 pm
There is no longer a character level requirement to play restricted alignment:

Quote

Evil too is special and with the heavier requirements. Lawful Evil and Neutral Evil require an active character for at least nine (9) months. There is no minimum level requirement for this active character. As with Chaotic Neutral, on the character submission the player is required to state in their own words that they accept the rules of the server. As well they must state that they accept that the alignment of Evil may put them at odds with the majority of the player community as well as the NPCs they interact with, and that they accept the consequences to their actions.


The submission rules (and other server rules) have changed a little while ago.
see here (http://forums.layonara.com/character-submissions/225662-character-submission-approvals-policies-new-players-start-here.html)


Edit: just notice the LORE page on alignment restrictions are out of date, sorry about that... I'm fixing it as we speak.
Title: Re: What do you want from Layonara?
Post by: Deacon on November 05, 2009, 07:20:51 pm
Oh, well ignore that whole post then D:  I was checking LORE.  Apparently that page needs to be updated hehe

And that makes me epic sad.
Title: Re: What do you want from Layonara?
Post by: Pibemanden on November 16, 2009, 03:52:19 am
Well now I have tried for several weeks to make a(nother) post for this thread. First I made something overly complex and spent a lot of time not really saying anything about the subject and just made some statements which really didn't make any sense. Then I was biking through the rain and was sitting wet in a train really upset about how much sorry I was at myself at that moment and made a huge angry rank post.
Neither of those really reflect any views that I have about what I really want from Layonara, so I am going to try for a third time. This time trying to keep it simple and not being wet and sorry for myself :)

First of I have to agree with Gulnyr, even if this isn't a debate thread...

Quote from: Gulnyr

Acacea says good things.


Secondly I would like to follow up on what I believe is the biggest challenge/problem I see with Layonara as of now and pretty much also in the past...

Quote from: Pseudonym
Quote from: Dezza

11/ I want to see characters holding ranks, titles, positions of honour etc throughout the world. It used to be like that but over time this has flopped and thats perhaps a symptom of GM's fearing to give anyone anything for fear of upsetting Lore but its not impossible to do and GM's need to realise that.

This can be player initiated - we can make this happen through our guilds and common-goal/deity sub-communities but it really doesn't come alive until it is recognized and supported by GMs. I asked (here (http://forums.layonara.com/vault-tier-one/166332-gm-invitation-thread.html) and here (http://forums.layonara.com/vault-tier-two/166272-gm-invitation-thread.html)) GMs to please feel free to incorporate the Guild that Ark began into any plots or quest arcs they had brewing on 27th Feb 2008. In the 20 months since that request .... nada. Not a single PM.

More support and encouragement and reward and recognition for player initiatives.

Edit: Dezza - please note this (http://dictionary.reference.com/browse/diety)!! Ggggrrrrrrr.


Again I wont debate this but it pretty much reflects my view on what Layonara needs, much more positive player involvement.

A problem with this however is also in my opinion the way this involvement has been handled for almost as long as I remember. Most of the time the positive player involvement comes from the player writing pm after pm to the DM's in hope of striking something which may be a walkable road for your character.
In my opinion this removes focus from actually playing the game, as there are months where I have been playing where I thought that I could have spent my time better writing pm's to various dm's instead of actually being IG.
I have especially been caught in this notion several times recently, since the only thing Storold can do without DM involvement is RP and grind super epic gear.
A problem I feel this creates is that there is an imbalance between the players who value the playing part of Layonara high and the ones who value the pm rp part high. I find that sort of sad, since it makes it more valueable spending your time not "in there" with everyone else having fun and RP'ing with everyone.

Another related problem I see is that most of the attention you do get IG is mostly due to people doing bad things, plus things going wrong. I don't know if it is just me, but I feel that the WL tag has generated a lot more, well this goes wrong because you are famous rather than; hey your fame and powers are going to help you achieve this.
Furthermore I don't really feel that the WLs are being used for anything else than having their wands at the moments. Storold has one wand more than everyone else though, so he runs around the world curing wild and no magic areas as well. You could call that a use, but mostly it boils down to someone writing me a pm and then having Storold run to the place to get it fixed than anything else.
I don't really know what I expected here, but I don't really feel that the WL status has any potential for anything other than getting the wands, an item and a bold name on the forums. At least it doesn't have much used potential beyond this, and this is even furthered by the statements of Dezza and Pseudonym. There is a big lack of letting players actually take charge working with NPC's and organizations, and too much emphasis on not having truely epic PCs who play a huge role in the world as a whole in fear of getting LORE and other things messed up.
Title: Re: What do you want from Layonara?
Post by: Lynn1020 on November 16, 2009, 09:41:10 am
I will comment on this...

Quote from: Pibemanden
A problem with this however is also in my opinion the way this involvement has been handled for almost as long as I remember. Most of the time the positive player involvement comes from the player writing pm after pm to the DM's in hope of striking something which may be a walkable road for your character.
In my opinion this removes focus from actually playing the game, as there are months where I have been playing where I thought that I could have spent my time better writing pm's to various dm's instead of actually being IG.


Honestly I didn't know how important it was to pm gm's with things your character wanted to do until just recently. With the way it is now.. a character can have a huge part of the world without even having to log into the game for anything other than quest.  I hate bugging GM with pm's.  I know they are busy with their RL jobs and families on top of planning quest answering forums etc. But from the way it looks that is the only you can grow your character other than quest and grinding xp.    

If GM's don't mind taking the time answering all the pm's they get from a server of people then I guess there is nothing wrong with that other than it leaves everyone else out on what is happening in the world.  You go to try to do something only find out that such and such has already did that.  Leaves others frustrated.

One thing that does help, is the public threads that people post to IC. That allows others to be pulled in and get involved.
Title: Re: What do you want from Layonara?
Post by: miltonyorkcastle on November 16, 2009, 10:47:32 am
Quote
Honestly I didn't know how important it was to pm gm's with things your character wanted to do until just recently.


And now you understand one of the big reasons why you see WL's and high level characters less and less IG, or only on quests. World-changing projects take massive amounts of OOC and IC planning, which ultimately boils down to spending lots of time in conversation (either via PM or IRC) with GMs before you can even do anything IG.
Title: Re: What do you want from Layonara?
Post by: Lynn1020 on November 16, 2009, 10:55:07 am
Quote from: miltonyorkcastle
And now you understand one of the big reasons why you see WL's and high level characters less and less IG, or only on quests. World-changing projects take massive amounts of OOC and IC planning, which ultimately boils down to spending lots of time in conversation (either via PM or IRC) with GMs before you can even do anything IG.

So why even log in to play the game? That just says you can't do anything other than search for xp or craft.

To me this leaves a lot of people out.  I think public forms works much better to pull others in.
Title: Re: What do you want from Layonara?
Post by: miltonyorkcastle on November 16, 2009, 11:08:05 am
Quote
So why even log in to play the game?


Because after all the big planning (which often includes forum posts, since you mentioned bringing others into the picture), then you hop IG to actually make the deed happen.
Title: Re: What do you want from Layonara?
Post by: Carillon on November 16, 2009, 11:12:45 am
Heh ... you know when the GM says at the end of the quest, "And remember, my PM box is always open" or something? We do really mean it. Or at least I do. I received around a hundred PMs last week alone, and sent just as many.

Forum RP is great, and serves its purpose. As do IG events and quests. But PMed inquiries also have their place. To me, PMs are to forum RP as CDQs are to quests in at least one way: they allow for a greater range of efforts and pursuits than one might otherwise be able to pursue. There is a time and place for things to be public and shared, but we also make opportunities for a wide variety of playstyles and for people to be involved in as many ways as possible, and for players and characters to take initiative in more private, solitary, unique or individual ways too. Or at least I do. My two cents for the morning.
Title: Re: What do you want from Layonara?
Post by: EdTheKet on November 16, 2009, 12:17:35 pm
Quote from: Dorg
First and foremost, this is not a debate thread. It's not a place to argue and disagree with the points one person or other makes. If you have an opposing viewpoint, then state it, but do so as a stand-alone thing. Any debates will invariably spiral out of control and derail a thread that derailed another. I'd rather not have that.[


Steering this back on track before it goes off :)
If you want to have a discussion about a particular topic, please create a thread.

Thank you.
Title: Re: What do you want from Layonara?
Post by: jrizz on November 16, 2009, 03:58:18 pm
Just in case this does not go to a separate thread (like it should), I just wanted to add. That when I was a GM I would run 80% of a CDQ by PM with IG sessions only to finalize or deal with key events.
Title: Re: What do you want from Layonara?
Post by: Masterjack on November 16, 2009, 05:25:55 pm
I would like it for one of my PC's to be able to become a god. I do believe at that point the character becomes a NPC. The whole idea that you created a god and made that god into what he/she is today is simply awesome!
Title: Re: What do you want from Layonara?
Post by: Shiokara on November 17, 2009, 12:25:19 am
Quote from: Masterjack
I would like it for one of my PC's to be able to become a god. I do believe at that point the character becomes a NPC. The whole idea that you created a god and made that god into what he/she is today is simply awesome!


This would be interesting. I've thought about it before, so I'll give my two cents.

First, and most importantly, are the RP reasons for ascension. Your character needs to be one that does not worship a deity (because why would a devout follower look to ascend and possibly risk stealing followers from his deity), and whose beliefs (which will later be his dogma) are different and complex enough from all other deities that he can be bound to them in some way--like how Aragen is bound to knowledge, or Folian to the hunt.

Beyond this, your character must learn how to ascend and bind himself to the heavens. In other words, he must become a constellation. I am a new player, and so I don't know if it has ever been done for sure, but I suspect that there is some lore on how this occurs, particularly if one researches the appearance of the scorpion and the viper. Lore states that there is some suspicion that adventurers had a hand in creating the viper, and that each constellation appeared in the same time. I suspect it went down something like this--Blood created the scorpion to destroy the heavens and adventurers created the viper and were lended (or stole) the power of the deities (which is why their constellations grew weaker) in order to defeat the scorpion. But that's just speculation. I'm sure there are players who know the true story. ;)

But I've gone off track. I'm sure one could become a deity, but you have to live your dogma, and be different and new enough to warrant being a deity. You must also have followers, but not in a cult-like fashion (I'm pretty sure Layo states in their guild page no cults). In short, I'm sure it's possible if you really work at it (provided the team doesn't take a firm 'no' stance on it), but IC lore about ascension, the heavens, and Layonaran cosmology is mostly unknown. Plus, Layo's current deities run quite the spectrum of perspectives. (Though, as I have discussed with some players, there is a severe lack of Lawful Evil gods. The only true one being the Deep Dwarf Sulterio if I recall, while others like Rofirein are just Lawful Neutral, allowing clerics to be LE.)
Title: Re: What do you want from Layonara?
Post by: Xiaobeibi on November 19, 2009, 06:11:01 am
It's an interesting challenge from Dorg, "what would you like from Layonara?".  I think it's easiest to answer by "why do I play here" and "why I don't play here". I play here to unwind, have fun and be with friends. I don't have hours upon hours of free time and all three are aspects are vital to me.

I am currently on break from Layonara and I summed up why in a post in the Angels guild forum:
Quote
"As you might have noticed I haven't been much online lately. The reason is simply that Layonara has lost its magic for me. I have tried in various ways to get the magic back, but, for the moment at least, it's gone. I shall therefore be taking a break from Layonara. I don't know if it will be a long break or a short break, but I will be back if I get the magic back. And I do hope I get it back.

As it is now I am completely demoralised. I don't feel I have anything to look forward to with Galathea apart from becoming an even greater buff monkey. IF she survives, which I seriously doubt, I could likely keep her alive by playing her purely as a buff-monkey and behind-the-line "she-is-cheaper-than-a-potion" healer, but to me that would be living death. The new potions, heal kits and ever present raise dead scrolls have taken what little there was truly special about clerics away so she isn't needed anyway.

I wish to thank you all for the time in Angels. I haven't always agreed with everything, but then who has! It shaped Galathea more than anything else in Layonara, and for that I am very grateful. Also if it hadn't been for the Angels guild I think this would come a lot sooner.

I expect to log on to tie up a few loose ends and also to finish G'orks WLCDQ, so hopefully I shall see you then.

See you all when the spark of magic is back!"


So why do(did) I play on a NWN persistent world?
To me D&D (ultimately Layo) is about roleplaying, action, camaraderie and heroics. I don't play Second Unlife, WoW or an ordinary person likely to die the first times she sees a goblin. I don't play any of those because it's the combination that's important to me. Neither do I agree with the distinction, I sometimes come across, between "roleplaying" (i.e. sitting on a bench and talking or moping around) and "action" (i.e. the disreputable act of grinding or hack&slash). I grew up with AD&D and "dungeoneering"; and more than anything I still love the banter you get in a group characters when they work their way through a dungeon (where trees only come in their three basic forms: 10 feet pole, torch or weapon handle). In other words, I want and love roleplaying, especially in "dungeons".

When it comes to online gaming some people are "committed" while others are "casual". I loathe those terms. As mentioned earlier I don't have hours upon hours of spare time now, but when I am in game I hardly consider myself a causal player; rather I consider myself a "time constrained" player. I feel Layonara is geared towards the players who are able to spend far more time online (both total and in a single setting) than I (and I venture the majority of players). The most exciting and challenging dungeons (areas) all take ages to get to and hours upon hours to complete. A 7 hour trek through the deep is simply out of the question for me on most nights. The net result for me was: even though Layonara is huge, I actually only went a few places.  

The current campaign feels as a placeholder. It's something that's there while we wait for the MMO. Too often it has felt as if the end has already been given (by this I mean the background etc for the MMO is already being prepared; and everything we do have to fit inside it). This marks the difference between an actor and a puppet to me. I know this might upset some, but it's simply a reflection of how I have felt; nothing more and nothing less.
I would much prefer it if this campaign was considered freestanding/non-cannon/alternative history and then allowed to run free and wild. Let the MMO be a clean slate and let loose this campaign to be used and abused. So much as already changed from when Layo started in 2004 that a clean slate is a good thing anyway.

So how does this come together with my three reasons for playing?
Unwind: My current job is often stressful, sometimes absurd (ever seen Futurama where Hermes prints a stack of papers, stamps them, then shreds them before recycling? Well apart from recycling them I have done that) and often filled with internal politics and people whose egos are bigger than their offices. Yes, I am indeed a civil servant. So basically, in order to unwind I do not want any pointless tasks, needless nitpicking & bureaucracy or bickering egos.  What I do want to hear is: "Relax man" (preferably with a Caribbean accent and a cool drink, though I am willing to forego the tiny umbrella).

Have fun: I play here to have fun. It's so obvious I sometimes forget it and I doubt I am the only one. I don't mind a tough challenge, I don't mind a mind-bendingly frustrating challenge, but I do mind a mind-numbingly boring task or endless runs to get anywhere. Because I don't have hours upon hours of free time I also want to have fun fairly fast.

Be with friends: At the end of the day I can unwind and have fun elsewhere, but there are some really nice people here I enjoy playing with. I want to be with friends, love old school dungeoneering and don't have endless amounts of time: hence it follows I do not want to spend half the time waiting  for the group to gather and then the second half getting somewhere. This is one of the biggest issues I have with Layonara: it takes forever to get from A to B or gather a party (of spread out characters). I do know some of this can be avoided by using the calendar, but not all of us are able to plan all evenings ahead and I rather like the spontaneous parties.

So what do I want?
Dungeon exits: One thing that would make a big difference to me -- and should be fairly simple to implement -- are exits at the bottom of dungeons. A portal/gateway to the surface with a text message along the following lines "After killing/mining/skinning the vampires/golems/dark elves (in that order) you slowly make your way back to surface". This would often make the difference for me and allow me to do "dungeons" far more often. It would also avoid the idiot deaths when an invisible and hastened player runs ahead (because the player should have logged an hour ago) and some poor sod gets killed when a spawn triggers on top of him. I know the last part is player responsibility, but I have seen far more deaths running out of dungeons than fighting our way down and its usually due to someone having real life reasons and we need to return ASAP (i.e. player not character reasons).  

Portals and more boats: Anything that cuts down the travelling time getting "there" would be a big plus. Having more ferry services and "chartered boats" would do that.

Lots of small dungeons: I would much prefer 3 smaller dungeons to one big. I know the big ones look fantastic the first time you play them, but how often do you play them again? More and smaller dungeons would give more variety, more options when you have 2-3 hours. If you do have a night to spend you can always do several of them. Too often when I had the time for a big trek, my group didn't. Too often when I logged on my friends were one or two hours into a big trek. Cutting the big ones into smaller ones would solve both problems. You could go for one or two or three and if you didn't make it for the first one, you could join up later in the second or third one. One of the biggest OOC advantages of wizards are they are able to catch up, but how many fighters have you heard go: "Oh you are in the deep, that's ok I will haste, invis and catch you up"?

NO DT's at all: NWN is a fantastic game, but lag, bugs crashes etc do exist and happen. Most of my deaths and DT's have been due to these factors and often a combo. I know it's the same for all and I do not want to enter a discussion on known bugs etc. I think it was Ionnarin who stated "dying due to lag was the online equivalent of the GM spilling his drink over your character sheet and declaring the character dead". I couldn't agree more, and at the end of the day -- three gracious pleas or not (think of those as spare character sheets) -- when Galathea perms I will remember those bugs, moments of lag and crashes. I think we should draw the following conclusion: a permanent death based on a bugged system is a bugged system of permanent death. Three gracious pleas do not change it, they only postpone it.

Character approval: The character approvers do a lot of work, and it's likely underappreciated. However, they also impose very strict standards with regards to characters. I can't help wonder if they create most of the work themselves and whether many potential players take a look at the process and go elsewhere. Rather than having a character stable of simple characters and an approval process for the rest, I would suggest a fast track approval for all and a guided approval process for those who want help to flesh out their characters on paper.

I love Layonara, but it also frustrates me no ends. I drew the conclusion that as long as it kept frustrating me I shouldn't play, but I truly hope those frustrations (I doubt I am the only one with them) could be alleviated. I do so want to play!

:)
Xiaobeibi/Galathea
Title: Re: What do you want from Layonara?
Post by: Kenderfriend on November 19, 2009, 10:32:22 am
Quote from: xiaobeibi
It's an interesting challenge from Dorg, "what would you like from Layonara?".  I think it's easiest to answer by "why do I play here" and "why I don't play here". I play here to unwind, have fun and be with friends. I don't have hours upon hours of free time and all three are aspects are vital to me.

I am currently on break from Layonara and I summed up why in a post in the Angels guild forum:


So why do(did) I play on a NWN persistent world?
To me D&D (ultimately Layo) is about roleplaying, action, camaraderie and heroics. I don't play Second Unlife, WoW or an ordinary person likely to die the first times she sees a goblin. I don't play any of those because it's the combination that's important to me. Neither do I agree with the distinction, I sometimes come across, between "roleplaying" (i.e. sitting on a bench and talking or moping around) and "action" (i.e. the disreputable act of grinding or hack&slash). I grew up with AD&D and "dungeoneering"; and more than anything I still love the banter you get in a group characters when they work their way through a dungeon (where trees only come in their three basic forms: 10 feet pole, torch or weapon handle). In other words, I want and love roleplaying, especially in "dungeons".

When it comes to online gaming some people are "committed" while others are "casual". I loathe those terms. As mentioned earlier I don't have hours upon hours of spare time now, but when I am in game I hardly consider myself a causal player; rather I consider myself a "time constrained" player. I feel Layonara is geared towards the players who are able to spend far more time online (both total and in a single setting) than I (and I venture the majority of players). The most exciting and challenging dungeons (areas) all take ages to get to and hours upon hours to complete. A 7 hour trek through the deep is simply out of the question for me on most nights. The net result for me was: even though Layonara is huge, I actually only went a few places.  

The current campaign feels as a placeholder. It's something that's there while we wait for the MMO. Too often it has felt as if the end has already been given (by this I mean the background etc for the MMO is already being prepared; and everything we do have to fit inside it). This marks the difference between an actor and a puppet to me. I know this might upset some, but it's simply a reflection of how I have felt; nothing more and nothing less.
I would much prefer it if this campaign was considered freestanding/non-cannon/alternative history and then allowed to run free and wild. Let the MMO be a clean slate and let loose this campaign to be used and abused. So much as already changed from when Layo started in 2004 that a clean slate is a good thing anyway.

So how does this come together with my three reasons for playing?
Unwind: My current job is often stressful, sometimes absurd (ever seen Futurama where Hermes prints a stack of papers, stamps them, then shreds them before recycling? Well apart from recycling them I have done that) and often filled with internal politics and people whose egos are bigger than their offices. Yes, I am indeed a civil servant. So basically, in order to unwind I do not want any pointless tasks, needless nitpicking & bureaucracy or bickering egos.  What I do want to hear is: "Relax man" (preferably with a Caribbean accent and a cool drink, though I am willing to forego the tiny umbrella).

Have fun: I play here to have fun. It's so obvious I sometimes forget it and I doubt I am the only one. I don't mind a tough challenge, I don't mind a mind-bendingly frustrating challenge, but I do mind a mind-numbingly boring task or endless runs to get anywhere. Because I don't have hours upon hours of free time I also want to have fun fairly fast.

Be with friends: At the end of the day I can unwind and have fun elsewhere, but there are some really nice people here I enjoy playing with. I want to be with friends, love old school dungeoneering and don't have endless amounts of time: hence it follows I do not want to spend half the time waiting  for the group to gather and then the second half getting somewhere. This is one of the biggest issues I have with Layonara: it takes forever to get from A to B or gather a party (of spread out characters). I do know some of this can be avoided by using the calendar, but not all of us are able to plan all evenings ahead and I rather like the spontaneous parties.

So what do I want?
Dungeon exits: One thing that would make a big difference to me -- and should be fairly simple to implement -- are exits at the bottom of dungeons. A portal/gateway to the surface with a text message along the following lines "After killing/mining/skinning the vampires/golems/dark elves (in that order) you slowly make your way back to surface". This would often make the difference for me and allow me to do "dungeons" far more often. It would also avoid the idiot deaths when an invisible and hastened player runs ahead (because the player should have logged an hour ago) and some poor sod gets killed when a spawn triggers on top of him. I know the last part is player responsibility, but I have seen far more deaths running out of dungeons than fighting our way down and its usually due to someone having real life reasons and we need to return ASAP (i.e. player not character reasons).  

Portals and more boats: Anything that cuts down the travelling time getting "there" would be a big plus. Having more ferry services and "chartered boats" would do that.

Lots of small dungeons: I would much prefer 3 smaller dungeons to one big. I know the big ones look fantastic the first time you play them, but how often do you play them again? More and smaller dungeons would give more variety, more options when you have 2-3 hours. If you do have a night to spend you can always do several of them. Too often when I had the time for a big trek, my group didn't. Too often when I logged on my friends were one or two hours into a big trek. Cutting the big ones into smaller ones would solve both problems. You could go for one or two or three and if you didn't make it for the first one, you could join up later in the second or third one. One of the biggest OOC advantages of wizards are they are able to catch up, but how many fighters have you heard go: "Oh you are in the deep, that's ok I will haste, invis and catch you up"?

NO DT's at all: NWN is a fantastic game, but lag, bugs crashes etc do exist and happen. Most of my deaths and DT's have been due to these factors and often a combo. I know it's the same for all and I do not want to enter a discussion on known bugs etc. I think it was Ionnarin who stated "dying due to lag was the online equivalent of the GM spilling his drink over your character sheet and declaring the character dead". I couldn't agree more, and at the end of the day -- three gracious pleas or not (think of those as spare character sheets) -- when Galathea perms I will remember those bugs, moments of lag and crashes. I think we should draw the following conclusion: a permanent death based on a bugged system is a bugged system of permanent death. Three gracious pleas do not change it, they only postpone it.

Character approval: The character approvers do a lot of work, and it's likely underappreciated. However, they also impose very strict standards with regards to characters. I can't help wonder if they create most of the work themselves and whether many potential players take a look at the process and go elsewhere. Rather than having a character stable of simple characters and an approval process for the rest, I would suggest a fast track approval for all and a guided approval process for those who want help to flesh out their characters on paper.

I love Layonara, but it also frustrates me no ends. I drew the conclusion that as long as it kept frustrating me I shouldn't play, but I truly hope those frustrations (I doubt I am the only one with them) could be alleviated. I do so want to play!

:)
Xiaobeibi/Galathea


I agree with all of that, and thank you as i've wanted to say most of those points for a while now. I dont get a lot of time either but i like to think I'm "committed" by trying my best rp/fun-wise with other friends when I do get the chance to meet up with these different characters :)
I also hope to see you soon Gala, we all know you're so much more to us all than a walking hospital ;)
Title: Re: What do you want from Layonara?
Post by: Honora on November 19, 2009, 01:42:24 pm
After reading chowbaby's post, I have to agree strongly with one thing: Layo discourages soloing, very much so. And while I understand the mentality (I did play a lot of EQ, after all), I can't agree with it anymore. Back in the day the prevailing wisdom was: groups form friendships, and friendships sell subscriptions. It became the model for most of the MMOs and games of the time, everything balanced for groups with soloing done at reduced benefit and great mortality.
 
 I think we have to take a step back from that. Without pasting on player labels, a lot of us have reduced playtime due to families, jobs, other obligations of adulthood or school. And sometimes, you just want to log in and kill something. Or be able to complete a quest without having to send tells begging for help.
 
 So, adding to the quest request (har!) I would add that soloable content would be a good addition to any future Layos, whether it be NWN or the MMO. It doesn't have to be everything, but there is nothing wrong with being able to pick off a few (insert mob of choice here) out of the pack for food/resources/the h-e-doublehockysticks of it.
Title: Re: What do you want from Layonara?
Post by: jrizz on November 19, 2009, 05:10:22 pm
Quote from: xiaobeibi


So what do I want?
Dungeon exits: One thing that would make a big difference to me -- and should be fairly simple to implement -- are exits at the bottom of dungeons. A portal/gateway to the surface with a text message along the following lines "After killing/mining/skinning the vampires/golems/dark elves (in that order) you slowly make your way back to surface". This would often make the difference for me and allow me to do "dungeons" far more often. It would also avoid the idiot deaths when an invisible and hastened player runs ahead (because the player should have logged an hour ago) and some poor sod gets killed when a spawn triggers on top of him. I know the last part is player responsibility, but I have seen far more deaths running out of dungeons than fighting our way down and its usually due to someone having real life reasons and we need to return ASAP (i.e. player not character reasons).  

Portals and more boats: Anything that cuts down the travelling time getting "there" would be a big plus. Having more ferry services and "chartered boats" would do that.

Lots of small dungeons: I would much prefer 3 smaller dungeons to one big. I know the big ones look fantastic the first time you play them, but how often do you play them again? More and smaller dungeons would give more variety, more options when you have 2-3 hours. If you do have a night to spend you can always do several of them. Too often when I had the time for a big trek, my group didn't. Too often when I logged on my friends were one or two hours into a big trek. Cutting the big ones into smaller ones would solve both problems. You could go for one or two or three and if you didn't make it for the first one, you could join up later in the second or third one. One of the biggest OOC advantages of wizards are they are able to catch up, but how many fighters have you heard go: "Oh you are in the deep, that's ok I will haste, invis and catch you up"?

NO DT's at all: NWN is a fantastic game, but lag, bugs crashes etc do exist and happen. Most of my deaths and DT's have been due to these factors and often a combo. I know it's the same for all and I do not want to enter a discussion on known bugs etc. I think it was Ionnarin who stated "dying due to lag was the online equivalent of the GM spilling his drink over your character sheet and declaring the character dead". I couldn't agree more, and at the end of the day -- three gracious pleas or not (think of those as spare character sheets) -- when Galathea perms I will remember those bugs, moments of lag and crashes. I think we should draw the following conclusion: a permanent death based on a bugged system is a bugged system of permanent death. Three gracious pleas do not change it, they only postpone it.

Character approval: The character approvers do a lot of work, and it's likely underappreciated. However, they also impose very strict standards with regards to characters. I can't help wonder if they create most of the work themselves and whether many potential players take a look at the process and go elsewhere. Rather than having a character stable of simple characters and an approval process for the rest, I would suggest a fast track approval for all and a guided approval process for those who want help to flesh out their characters on paper.


Really good stuff! I wish I could press the "Thank you" button ten times for this ;)

Especially the getting around ideas. One of my biggest woes is logging in with a couple of hours to play and finding my friends already somewhere just out of reach. Cant tell you how many hours I have spent just sitting by a fire alone in tell sessions with my friends that are on a trip I missed by enough not to be able to make it. I want a portal wand system!

I remember times past where groups would stop for someone and a mage would gs/invisi haste out to go get them and bring them to the group. But that really breaks the "mood" and puts unfair delay on other peoples playtime.
Title: Re: What do you want from Layonara?
Post by: jrizz on November 23, 2009, 12:47:33 pm
Adding to my list of wants for NWN Layo:

How about de-nerfing Dev Crit. I really dont see how Dev Crit is any different then a caster using wail, weird, or PWK.

Dev Crit gives a fighter a chance to kill a lot of things that are in a group.

Wail, wierd, PWK all give a caster a chance to kill a lot of things that are in a group.
Title: Re: What do you want from Layonara?
Post by: Zoogmunch on November 23, 2009, 01:14:48 pm
Rocky puts in his ten penneth,


please could we have an auditorium permanently full of NPC where i could perform regularly and gain xp dependent upon my perform checks 'cos i cant knock the skin off a rice pudding and my silk armour keeps getting dirty or cut up on these quests.

Can Bards have a prestiege class other than skald,  maybe something like  superstar with spells of undying fans,  hoards of women followers, banks of true and free meals at every tavern?   pretty please?

Rockhead Howling Wolf
Title: Re: What do you want from Layonara?
Post by: Ravemore on November 23, 2009, 01:53:27 pm
Quote from: Honora
After reading chowbaby's post, I have to agree strongly with one thing: Layo discourages soloing, very much so. And while I understand the mentality (I did play a lot of EQ, after all), I can't agree with it anymore. Back in the day the prevailing wisdom was: groups form friendships, and friendships sell subscriptions. It became the model for most of the MMOs and games of the time, everything balanced for groups with soloing done at reduced benefit and great mortality.
 
 I think we have to take a step back from that. Without pasting on player labels, a lot of us have reduced playtime due to families, jobs, other obligations of adulthood or school. And sometimes, you just want to log in and kill something. Or be able to complete a quest without having to send tells begging for help.
 
 So, adding to the quest request (har!) I would add that soloable content would be a good addition to any future Layos, whether it be NWN or the MMO. It doesn't have to be everything, but there is nothing wrong with being able to pick off a few (insert mob of choice here) out of the pack for food/resources/the h-e-doublehockysticks of it.


Agreed!
Title: Re: What do you want from Layonara?
Post by: SteveJW on November 23, 2009, 07:48:43 pm
Shocking development...I have an opinion...

Lately...it has become harder and harder to bring myself to log on and stay on for precisely the reasons xiaobeibi jrizz and Honora state. It is the people that keep me logging in.

I would ask why is soloing such an evil concept? Sure...Layonara is an RP world and you need a group to RP. But...what about the times you are alone with no one around to RP? Which I found myself many a time.

Layonara is a big world in which I have seen maybe 20% of. And the best by far. Why couldn't there be soloable areas scattered around both servers...level appropriate of course...so that when one does find him/herself alone...he/she can make an evening of it? Who knows...on the way back home...you may bump into the friends you wish you were with and presto!!!...RP away and swap war stories.
Title: Re: What do you want from Layonara?
Post by: G.Giant on November 23, 2009, 08:15:58 pm
I think that kind of thing would be great for your MMORPG.  Solo quests, I mean.

Instead of just having CNR areas that can be cleared over and over you could have once-a-day repeatable quests that could function as "day jobs" (getting hired to clear monsters out of mines or forests for mining or logging companies, for example, or escorting caravans and dealing with random bandit attacks on the way) that function as short solo quests and give enough XP and gold to be worthwhile, but not so much that it's preferable to finding a group.  Having a reason to repeat them would be great for the RP as well, and they'd be good ways to meet up with people of your level for other adventures.
Title: Re: What do you want from Layonara?
Post by: Link092 on November 23, 2009, 09:22:43 pm
Quote from: G.Giant
I think that kind of thing would be great for your MMORPG.  Solo quests, I mean.

Instead of just having CNR areas that can be cleared over and over you could have once-a-day repeatable quests that could function as "day jobs" (getting hired to clear monsters out of mines or forests for mining or logging companies, for example, or escorting caravans and dealing with random bandit attacks on the way) that function as short solo quests and give enough XP and gold to be worthwhile, but not so much that it's preferable to finding a group.  Having a reason to repeat them would be great for the RP as well, and they'd be good ways to meet up with people of your level for other adventures.


As per my Deliarite tendencies (By this, I mean Idoran) ,I must say I support the Idea of escorting caravans... :D
Title: Re: What do you want from Layonara?
Post by: davidhoff on November 24, 2009, 06:44:06 am
What about increasing the max character level cap from 40 to say 50 or 60 so the higher ups like Storold, Angela, Alantha, etc (I can't think of any others right now), would have something to look forward to.  I think for me if I hit 40 it might be kind of discouraging that I can't further my character.  It also would be upsetting to see my character approaching 40 and knowing I'm coming to the end.

You could make it really hard to level past 40.  Say make it 10 million for each level after 40, but still it would give you something to aspire and shoot for.
Title: Re: What do you want from Layonara?
Post by: Dorganath on November 29, 2009, 02:50:19 pm
Alright, since I had the first word, I'd also like to have the last word. :)

Abuse of power?  Possibly, but it's only fair, right? ;)

Perhaps predictably, my perspective is somewhat different than most, though at least one of the posts in this forum had some resonance with these thoughts.

I would like to seem more of a community-oriented thought process among some players than the "what can Layonara do for me?" sort of thinking.  To explain, I mean to remember that we're all here for the same basic reason: To have fun and enjoy ourselves.  However, when your fun impacts the fun of another player, there's a problem, and people have left due to this, rather than deal with the inter-personal drama.  Players are players. We're all human, despite what we play. Remember that.  Work out your player-to-player issues directly rather than letting them bleed into your game time, and if it can't be resolved that way, ask for help from a GM. We're here to help!  Really!

I'd like to see less avoidance of GMs in general. We're not evil tyrants.  We're not out to hunt you down and make you miserable. You can approach us via PMs or IRC without also bringing along a bucket of apologies.  In most cases, we'll help if we can.

In the same vein, I'd like to see less in-game avoidance of characters of GMs. It's somewhat demoralizing to log in, see people and see them keep to their own group or whatever without so much as acknowledging my character or that of any number of other GMs.  It's doubly demoralizing then to hear whispers and rumors about how GMs and WLs have their own little "clubs and cliques" and keep to themselves, though without bothering to consider that the reason for that is that people scatter when some of us log in like cockroaches when you turn on the lights.

I'd like to see less rumor-mongering and gossip, whether about other players or the GM team.  99% of the time, such things are simply hurtful and far from accurate.  In the case where there is a real problem, take it up with the other person, or if that is not appropriate or effective, bring it to an uninvolved GM.

I'd like to see more focus on character development prior to level 20 rather than after level 20.  We've taken away the rules about character level spreads and level requirements for certain areas, but the mindset of keeping up with one's friends still exists.  The "race to 20" still seems deeply ingrained, and even new characters of old players now have a planned progression to get to a given level as quickly as possible, leveraging known "well-paying" areas learned through their other characters.

I'd like to see, when a GM tosses an impromptu into a group's "run" somewhere, that such things are seen less like annoying hindrances and more like a departure from the "same-old, same-old" and an opportunity.  I know not all of you do that, and it's appreciated when the interaction is appreciated, not criticized as just something to get through so the group can get back to their run for CNR/Loot/XP.  Just so everyone knows the other side of things, when GMs get complaints about "interrupting", it discourages GMs from doing these things.  And yet, this type of interaction is high on the request list.

I would like to see people remember that there is a cause-effect relationship to everything that goes on here.  If the GM team seems to be "targeting" a particular individual, whether positively or negatively, there's generally a reason.  In the former case, it's a "reward" of sorts for contribution or a recognition of abilities, initiatives, connections and so forth.  Everyone has the same opportunities to receive such attention, but most do not take them.  In the latter case, the player has done something that has caught our attention and which needs to be addressed in one way or the other. Often either case also launches rumors and such, most of which are false.

Lastly, I would like it if people who have a question, concern or problem with something would just bring them forward and ask, rather than degenerating such concerns into wild and eventually bitter rumors and gossip. *points up a bit*

Remember, as I said, we're all here to play and enjoy ourselves.  The politics of real life often get in the way of that, spoiling the experience for players and GMs alike.  Many of the things I have listed above are the primary contributors for GM burn-out.
Title: Re: What do you want from Layonara?
Post by: Dorganath on November 29, 2009, 02:52:46 pm
OK first of all, thank you all (yep, every single one of you) who took the time, thought and effort to reply to this thread and my original question...and especially to those who were able to figure out what I was really asking rather than my (admittedly frustrated) original question.

I will say I did not know what to expect when I put up this question. It was, despite my initially poor wording, intended to be quite an open question and I'm glad most of you saw it as such. Even though the GM team is of limited resources and work on the MMO is progressing, we're always looking for ways to improve the world in its NWN incarnation.

I will also say I was not expecting mechanical suggestions, though the openness of my question surely didn't exclude it.  What I was seeking more was things that touched on the overall experience of Layonara, why people play, what people want to do and so forth.  We have lots of players here, some active, some just lurking.  Every one of you has your own opinions and your own perspectives, and they've all been interesting (and in some cases, enlightening) to read.

Again, thank you all very much for contributing.

Now, moving on, I intend to summarize these points for the GM team, as some of them overlap things the GM team has been discussing since before I started this thread.  We put the talk on hold pending the outcome of the thread.  Several times, I intended to close the thread, but suggestions kept coming in.  Now after a month (a little over, really), it has probably run its course enough to start drawing from it and seeing what can be done.

Now, so that no one is offended, let me state this so that we're all of the same understanding.  On the whole, these suggestions are very good, but there is of course a limit to what will come of them.  There are of course many factors at work here, the primary ones being issues of consistency (lore and other such things), balance and availability of resources (read: time and effort).  As such, we may only be able to implement a few of these things, but I want everyone to know that we will give every suggestion due consideration.  For example, massive system overhauls or new implementations of massive systems are rather unlikely to be done simply from the perspective of how much it would take to do them.  As another example, the economic issues are not likely to be addressed in any significant way without doing a bank/gold/chest wipe, and no body wants to do that. Other things simply aren't possible in NWN, though we'll of course look forward to the MMO as well where such suggestions are appropriate.

On this note, I am closing this thread.  I'm sure some of you will continue to have ideas and as such, I strongly encourage you to make use of one of our existing suggestions forums:

http://forums.layonara.com/development-related-topics-drt/
http://forums.layonara.com/nwn-ideas-suggestions-requests/
http://forums.layonara.com/quests-ideas-discussion/
http://forums.layonara.com/cnr-suggestions-discussion/
http://forums.layonara.com/lore-ideas-suggestions-requests/

Once again, thank you all for your contributions to this topic. :)