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Topics - Harloff

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1
General Discussion / A few points of criticism and a last farewell
« on: June 19, 2006, 11:20:15 pm »
After long hard considerations I have decided to speak my mind about Layo, the main reason it has taken so long for me to decide to do so is that, I am counting on being banned for doing so. But now I have gotten to a point were that simply doesn’t matter anymore, I just think there is to many problems with the server and it bugs me greatly, so I have decided to try to alter things one last time or leave anyway.

But because, I am counting on being banned I will start out by saying goodbye to all my friends on the server mainly the old orc team (including Harlas of course) and Raven. And I have saved a quote from LOTR for this moment, it sums everything up pretty nicely I think:

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve." --Bilbo Baggins

But back to my view on Layo, as I see it the main problem with Layo is that it is so poorly managed, which is clearly seen in the updates. For as long as I have been here there have been bugs on balancing and problems with some of the prestige classes, e.g. Spellswords with useless feats and Skalds with illogical feats that are equally useless (15 Fort. save or die for a level 10 feat which you can get on level 18 or so “the fearsome but utterly useless broken wail” *shakes his head* “what the hell is that supposed to kill”). But instead of fixing such problems we have gotten flowers, scrolls we can write on, horses to ride, and last but not least the “farming craft” (which is implemented on a server that is scheduled to be shut down, my guess is that it will never really work before the server no longer exists). I know that these things are all nice RP stuff and it is of course a comfort when you have an absolutely useless class that you can walk around in Hlint and give people flowers, at least that I something to do when you are unable to adventure. And yes I know this is an RP server *puts flowers in his hear on jumps around on a meadow looking joyous* but I for one don’t belong the group of players that think that is enough.

Balance… Well… D&D is by its nature unbalanced and that is fine, and by making a low magic world you get even more unbalance, BUT to make the unbalance complete specific summons for all gods were introduced making some of the priest much more powerful than others and making some of the spell casters more powerful than they were in NWN. If I remember correctly druids get a summon on level 16 that has a challenge rating of level 23 or something similar.

Furthermore, from day one I have found the strange secrecy on the server ridicules, the secrecy level would make organizations like CIA, NSA etc. jealous. But the truly amazing thing is that there is absolutely no reason why everything is so secret, I know that many discussions about the plot, players breaking rules these sorts of things have to be secret. BUT why is it a secret what will happen to the characters in the transition to NWN. (I assume that the team knows what is going to happen but seeing what takes place on this server in general makes me think that this might not be true after all). Why can’t we get the info we need in order to RP, like the history about Krashin that is secret according to recent posts, or why can’t we get info on the relations between the gods I simply cannot see any good reason for such information to be secret. Unless of course someone somewhere feels important having information that no-one else has... AND why doesn’t the team ever ask the players what they would like to have implemented, why this “we know what is best for you attitude”? None on the team are my parents and they don’t even know me so how could they possibly know what I want? As a player you are constantly asked to donate for the server but why should a player donate? The players don’t have any influence, they aren’t even allowed to say “I think this is an awful idea!” the only thing allowed is to march at the same pace as the team wants you to. And if you get out of step and state you’re mind you can be quite sure to have a DM will give you a very impolite answer, or you might get lucky and see ORTH’s drama queen act. “When I read something like this I just don’t know why I spend so many hours on this project…” I really like that one, always gets the tears in my eyes, quite Shakespearean actually…

Rules… yeah well there are more rules on Layo than the team will ever be able to control. But one of the worst rules is: These rules don’t apply to all players… for instance if you are a GM everything goes, e.g. Storm and Pan were allowed to break the rule about not having a noble/famous bloodline. I have never heard of a GM being denied to become epic. And it is a well know fact among the players that Pan has run “level-up exp” quest especially designed for Storms Eldárwen Hilliaraname. This just isn’t good enough GM’s should be above these sorts of things and shouldn’t take advantage of their position. On a side note Pan it doesn’t make you cool that your character has a high hide check, it just shows that that hide is one of the few skills that you can get many skill points from equipment. Oh and it doesn’t make you cool to write everything in orange either any [orange]idiot[/orange] can do that, in the beginning I found it quite intimidating but my current theory is that you are compensating for something…  

In conclusion I will use a quote told to me by a theatre instructor who had been working at a harbour in his youth.

“When a fish smells, it is from its head, and if you want to remove the smell you cut of its head!”

Not that I want L removed but the root for all these problems lies in the GM team and the only way to change things is to make some changes there.

*Picks up his axe and walks out the door, in the doorway he looks back over his shoulder with a sad look on his face saying a last goodbye to world he used to love. He pulls himself together and walks out into the world trying to find a server that respects the players and appreciate their opinions.*

Harloff

2
CNR Suggestions/Discussion / adamantium related question
« on: April 29, 2006, 07:24:35 pm »
Lately I have noticed that most the adamantium I see is coming from adamantium golems and not from firesteep, and it is my impression that the golems are the main source for adamantium for the whole communety. I Think this is caused by the fact that it is much easier to kill a golem than to go to fire steep, if you have a spellcaster on level 20 with greater magic weapon. And killing just one golem can give you 3 mangled adamantium, (perhaps more only been there once) which is equal to what you can get from a whole deposit (max 10 nuggets = 3 1/3 ingot). So my question issimpy:

Are adamantium golems supossed to be the largest source of adamantium?

3
General Discussion / Removing ECDQ's
« on: April 27, 2006, 07:34:47 am »
From my point of view the DM-team is bleeding, people are leaving the team quite often, taking breaks, stop doing CDQ/ECDQ etc.. Which as I see it is caused by a too great workload due to CDQ's and ECDQ's. And at the moment I think there are more than 40 level 20 characters on the server, either waiting for a ECDQ at the moment or waiting for the 8 or 12 months to pass so that they can get a ECDQ. And the number of players at level 20 raises each month. This means that the number of people waiting for a ECDQ will just increase steadily from now on.

In order to solve this problem i suggest to remove ECDQ's all together, but keeping the approval procedure of epic characters. so an so many month, doing an impact, etc.. Perhaps replacing it by an optional CDQ from which the player can get an item, an abilety or ... (max 2 or 3 sessions). Furthemore, I suggest to set a max of 1 CDQ / 10 levels, removing the general preassure on the team.

NOTE: This is not meant as my way to push the team to do what I want, or to become epic easily myself. But I think the team has way to much work, and this is my way of giving them my full support to take what I see as necessary actions in order to reduce their workload.

4
General Discussion / Poll on transition to NWN2
« on: April 26, 2006, 03:53:06 am »
Now many people are talking about the trasitien to NWN2, and I have heard many opinions on the matter. Personally I would be sad to see Skarp wiped, I kind of like the old brute and I have spend months playing him. I figured that many out there felt the same way so I just wanted to check.

I have asked 2 questions in this poll:

1 ) What you think of a wipe?

2 ) What solution would you prefer to the problems of switching from NWN to NWN2?

NOTE: I know that the crafting system will be changed and that the current crafter system will die, but I would like to see the crafter level translated into the new system.

5
CNR Suggestions/Discussion / Thoughts on mangled metals
« on: April 26, 2006, 03:36:38 am »
After crafting for a long time I have com across a descrepancy with metals that i find odd. Different crafts gives different amount of mangled metals eventhough exactly the same proceses are involved, in many cases a molds of sorts and some metal ingots:

Armor crafting: ½ * ingots used are returened as mangled. (rounded down)
Weapon crafting: 1 ingot is returned no matter what.
Tinkering (arrowhead): all ingots used are returned as mangled
Tinkering (wire gears): nothing
Jewelry: Nothing

As I see it there is no logic explanation to why it is like that. I have 2 suggestions to make the system simple and consistent:

1. Remove mangled metals from all crafts

2. Give mangled metals back in the ration 1 to 1, but 2 mangled metals are needed in order to make on ingot. (that would also account for ingots being heavier than mangled metals.

6
CNR Suggestions/Discussion / Gloves of fury
« on: April 20, 2006, 06:19:56 am »
Gloves of fury is one of the hardest things to produce as a tailor, (I've been told by a level 21 that he had 65 % chance on it). It takes 2 dire bear skins which is relatively hard to come by (compared to other skins). And if you are succesfull and craft the gloves you have made a pair of gloves that only the finest tailors in the lands are able to make. These tailors have spend years and years of devotion to learning the craft (or a lot of time online at least).

when you sell them you can be lucky and get somewhere between 1000 and 2000 gold for it, if you can sell them at all. For two reasons: 1) the marked is flooded with gloves of fury do to a MASSIVE overproduction caused by people trying to make exceptionel gloves. 2) the gloves have the almost the same properties as the "gloves of lesser ogre power" that can be looted from mid level monsters (I think). To many players the only property they use from these gloves are the +1 str.

As far as I know this is the only trade in which the highest level items are practically worthless, and I find it hard to believe that the finest tailors in the world would accept to sell their work for so little. The only reason why they produce them is that they can get lucky and produce the exceptionel gloves that are so rare that you could buy a house from what you get.

In order to make the price reflect the difficulty of the task I suggest that the gloves of fury are lowered in difficulty and perhaps crafted from grizzly bear skin and 1 essence of strength. whereas the exeptionel gloves of fury are placed a bit higher in difficulty than the current gloves and take

2 dire bear skin
2 essences of strength
and a bit more... so that it is balanced...

7
NWN Ideas, Suggestions, Requests / questions on stats
« on: April 11, 2006, 11:09:54 am »
In a reasent thread someone stated that there was a max of 12, to how much a stat could be increased by spells and items. Is this correct, and is it it a nwn thing or a specific layo server rule? and does it mean that if a level 15 half giant, barbarian rages he could only get +2 on str and +3 on con from items or spells?

8
Just for Fun / A NWN module for Monty python fans
« on: April 07, 2006, 12:06:18 am »
I found this module that was build partly on monty pythons "the wholy grail" and I just wanted to share it... Haven't finished it yet but it seems to capture the atmosphere of the movie... I just had to try it with a paladin which in my opinion is the only sensible choise... 8)

http://nwvault.ign.com/View.php?view=Modules.Detail&id=1453

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CNR Suggestions/Discussion / "crazy irish mans shield"
« on: March 12, 2006, 08:48:35 am »
Reading the post on spikes on shields made me think of braveheart, as far as i remeber the crazy irish guy has a shild with long "spikes" on it, and he uses it as a weapon, hitting his enemies with it. I just thought such a shield would be cool here as well. I am thinking in lines of:

weapon smithing:
small shield
spikes/blades

"crazy irish mans shield"
small or medium weapon
1d6 or 1d4
1 AC

Just a thought, don't know if it is possible or not or whether it is balanced or not.

10
NWN Ideas, Suggestions, Requests / "rust monster" question
« on: March 12, 2006, 08:24:15 am »
Just had my first real encounter with a rustmonster (lost an ada battle axe not complaining since i can make that msyelf), but it made me thinking, and I ended up with a question: Do rust monsters affect equipment of shape changed persons. E.i. Skarp transform into a bear and uses his claws instead of his axe, the axe should therefor be out of harms way, but does the other equipment count as equiped or not. I mean he has some benifits from the equipment but he can no longer remove it.

11
Fixed Bugs / remembering orb
« on: March 09, 2006, 07:48:37 am »
Has the remembering orb been changed, it use to say something like "you have impressed your soul on the land" when activated. now it is just you have activated your orb and not the last bit.

12
CNR Suggestions/Discussion / normal smithing vs advanced
« on: March 09, 2006, 01:59:55 am »
I just noticed that a lack of consistancy in the number of metal ingots used in normal smithing and advanced e.i.

Helmet
copper, bronze, iron and platinum: 2 ingots
adamantium, cobalt, Mithril and silver: 3 ingots

longsword, merchurial longsward, merchurial great sword
copper, bronze, and iron: 5 ingots
adamantium, and Mithril: 6 ingots

great axe, great sword:
copper, bronze, and iron: 7 ingots
adamantium, and Mithril: 6 ingots

as far as i could tell there was no changes for armors and shields.

Is this suposed to be this way or is it just something that wasn't considered to be important?

13
Fixed Bugs / bear warrior damage
« on: March 08, 2006, 06:43:04 am »
Don't know if it is a bug or not it just looked strange and thought it should be posted here. When I change into grizzly bear form it has the following damages:

attack 1: 1-10 +str
attack 2: 1-10 +str
attack 3: 2-12 +str

don't know if it has any effect just thought it looked odd.

14
Fixed Bugs / greater armor anvil bug
« on: March 02, 2006, 11:17:26 am »
there is some kind of bug in the adamantium helmet section 1 or 2 helmets are not showing up but two warnings are:

"script cnr_ta_red,... ERROR, DIVEDE BY ZERO"
"script cnr_ta_grn,... ERROR, DIVEDE BY ZERO"

In the section 5 helmets are shown compared to the 6 helmets seen in all the rest of the metals. Same thing with the armor recipe card that was why I went to the anvil...

15
CNR Suggestions/Discussion / question
« on: March 01, 2006, 06:36:52 am »
Does the greater smiths hammer has any use at all? or is it just remnants from an old version?

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CNR Suggestions/Discussion / Loot items and craft items
« on: February 24, 2006, 02:16:00 am »
As the DM team has adressed on several occations the layonara economy is very sensitive to huge ammounts of items "floating around". This has been clearly demonstarted with respect to iron weapons sales were the price has been dumped on several occations. Due to crafters being unable to sell what they craft. As I see it one of the problems with selling iron weapons is that iron weapon can be loored of monsters so frequently, my guess is that the whole playerbase could be supllied with iron weapons from these loots render the crafted iron weapons superflous. And to my exsperience many of the looted items are sold a bit lower than the crafters sell their items.

As I see it wepon and armor crafting is more affected by this than most other crafts. As an example we can compare weapon making with enchantment making, through the players life he only need few weapons copper (he will buy this from the town merchants) iron, adamantium, mithril. so you can sell 3 weapons to a player. and if a lot of iron weapons drop as lootable items you have only two weapons left to sell. In contrats to this each player can buy up to 3 elemental enchantments for each weapon (II, III and IV), which give the crafter the possibilety of selling up to 9 elemental enchantments per player, and I have never tried to find and elemental enchantment by looting a corpse.

In order to adress these issues I suggest that the number of dropping iron weapons is reduced.

17
Trade and Market Hall / Magic Two handed axe for sale
« on: February 23, 2006, 04:34:52 am »
Seeing that desperate times calls for desparate measures, I have made on of the infamous "orcish dwarf razor" axes used by orcs to kill one of their most hated enimies. However, as I saw the vast amount of dwarfs in Bloods forces I figured this weapon could help us defeat the man who threatens our existance. So far I have made two of these weapons just to see how big the marked is. I charge 4000 for each axe.

*signed*
Skarp-Heiden Sigurdson
Head of the Sigurdson family

// "orcish dwarf razor" +1, +1d6 against dwarfs, lev req. 7.

18
I am not quite sure how the number of crafable items affect lag, but I think someone said in thread that an increased number of items increased lag. If this is the case I would suggest removing items in such a way that only one item exist with a given ability, e.i. all iron helmets have the same ability and can be cosumized into looking like each other, therefore only one type of iron helmet is needed (same thing aplies to bronze, platinum, adamantium and mithril). Similarly the number of shields could be reduced to 3: small, large and kite. similarly the number of arrows could be reduced by saying only two types of feathers existed those that cause physicl damage and those that cause negative damage.

19
CNR Suggestions/Discussion / Gnomish helmet of night vision
« on: February 15, 2006, 03:01:18 am »
I just got this crazy idea thinking about all those soldiers running around with spectecals on their helmets... We could have such helmets aswell...

recipe:
1 platinum helmet (could be iron or adamantium as well, since nobody uses these helmets as far as I know)
2 gnomish lenses (one for each eye)
2 platinum wire (one for each lence fastning it to the helmet)

Abileties:
grants wearer ultravision
+ 2 to search and spot (this could be higher +4 perhaps)
see invisibilety 2/day (same as the two lenses alternatively it could grant see invisibilety permanently forcing people to wear the helmet if they want the benifit...)

I can't really say if the recipe is balanced but i think that 2 long lenses it quite exspensive in materials. I thought about adding an enchantet diamond but I couldn't figure out which type it should be, and I didn't think it was needed in order to make the recipe difficult compared to what the helmet granted.

Just an idea don't know if anybody else but me like it.

20
CNR Suggestions/Discussion / changing exp/resource system
« on: February 10, 2006, 10:26:49 pm »
It seems to me from the responces I get from the team that you guys are still worried about to many items being produced and thus flooding the marked. As I see it most items are produced in order to advance in level and not because the items are going to be sold. So the problem could in my opnion be solved by doubling the exp yield from crafting and halving the yield of resources when harvesting. This way the players could advance in level at the same rate as they do now but producing only half of the items they currently do, and thus getting closer to the needed amount of items. This would at the same time increase the value of resources. In fact this system would work equally well with changing the current system to giving "n" more exp and a yield of products 1/n of the current.

In some instances like adamantium I don't think changes need to be imposed though since the number of adamantium weapons produced is very close to needed amount. To my knowlegde anyway... Similar conditions may be applicable for other crafts as well...

I don't suggest this in order to critizise or annoy anyone I just think that it is a simple and logical solution, if the team wants to remove items from the marked.

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