The World of Layonara

The NWN Persistent World => Bugs => Fixed Bugs => Topic started by: Pen N Popper on August 26, 2007, 06:25:37 PM

Title: Locked merchants and taverns on Dregar
Post by: Pen N Popper on August 26, 2007, 06:25:37 PM
Not sure if this is a feature or not:
Title: Re: Locked merchants and taverns on Dregar
Post by: Filatus on August 26, 2007, 06:39:47 PM
On the tavern in Dalanthar.. that was actually a pretty often used inn for rp by players, because of its location near the Rift and such. I noticed that the area Dalanthar Interiors has a load of unused space.

Only the bank and merchanthouse are left while the area size is still as large as when it contained three more house interiors.

So.. it wouldn't lead to any more area's. Just use the unused space in the Dalanthar interiors area. Connect a door and done. :)
Title: Re: Locked merchants and taverns on Dregar
Post by: Dorganath on August 26, 2007, 09:15:51 PM
I believe the Orc's Watch tavern was removed to save area space in the merged Central/East module.  The same may have happened with the Vale merchants.  I don't know about Dalanthar.  Chongo should be able to answer these questions with more accuracy.

Chances are good though that the doors are locked because they have nothing behind them.
Title: Re: Locked merchants and taverns on Dregar
Post by: Chongo on August 26, 2007, 10:54:28 PM
I'll sum this up pretty simply.  Layonara blew through the roof on what the game can handle.  I had the task to remove areas, lots of them.  Unused interiors were pretty primary, as were massive area sets that nobody ever saw, but most of all things that leeched space... which I'll get to.

It's not being changed.  

It was a hefty task to begin with, and figuring out what could be removed and what couldn't was a major issue in the balancing act of weighing several hundred player's individual interests and opinions, let alone staff interests and opinions.  

What I am very confident of, is that the standard of what is included in the module has risen significantly.

now coming back to the concept of leeched space... something to think about.  There have been more areas added then areas removed... and the module size was cleaned by 29 MB.  Now look around and determine if you like what you're seeing.

That's the real trick in all of this, and while it's an ongoing process - things like this are not going to be put back in.
Title: Re: Locked merchants and taverns on Dregar
Post by: Pen N Popper on August 26, 2007, 11:10:24 PM
Chop away, oh mighty master!

I'm quite enjoying the new areas compared to the *yawn* taverns of the land.
Title: Re: Locked merchants and taverns on Dregar
Post by: Chongo on August 26, 2007, 11:58:32 PM
Hey now mate!  Perhaps I'm misunderstanding the response, but the following applies in any sense of it.

There are a lot of top notch taverns in the key intersections.  It's just that putting one for every town of Layonara creates... a whole lot of unused taverns.

A big peice of creating roleplay is pooling the players in certain areas.  If you create a server with 1000 fantastic roleplaying areas spread across 10,000 areas, and you have 100 players on at a time... what do you think will happen?

Focus on certain areas, make it so people pool there.
Title: Re: Locked merchants and taverns on Dregar
Post by: LynnJuniper on August 27, 2007, 12:24:00 AM
RP AT STORMCREST PLEASE.
[/endorsement]
Title: Re: Locked merchants and taverns on Dregar
Post by: Black Raven on August 27, 2007, 09:19:51 AM
Really we should invest Stormcrest more.

Sad that we still have players splatted some in hempstead, some in Vehl, and some in stormcrest. I know it's been said before on how we all miss the hilnt benches, where all could come and gather for rp.

Why couldnt we add a binding storm, and perhaps a safe resting zone in the stormcrest? just little things to make it more interesting to go there?
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