The World of Layonara  Forums

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dorganath

Pages: 1 2 3 [4] 5 6 ... 8
61
Layonara Server / Bonus weekend Nov. 29 - Dec. 1
« on: November 29, 2013, 10:50:38 am »
The bonus event for this weekend is now in effect.Please enjoy double Fortune, double Quest/RP XP, double AutoXP (as applicable) plus a 50% increase in combat XP and GP drops.Have fun!

62
Layonara Server / Bonus event -- Nov. 29 - Dec. 1
« on: November 23, 2013, 12:31:04 pm »
Greetings!We're going to hold a bonus event next weekend starting sometime on Friday, November 29, 2013 and ending sometime late on Sunday, December 1, 2013.During this time combat kill XP will be 50% higher and everyone will earn Fortune at twice the normal rate.  On top of this, XP or Fortune handed out by GMs for quests and/or RP will likewise be doubled.I know this is short notice, and I know it is a holiday weekend for the US, and so we are not setting any expectations for our GMs to have events planned during this time. In fact, we are encouraging them to take advantage of the bonus period by playing their characters.If you miss out on this one, don't worry!  We'll be having at 1-2 more before the end of the year.Enjoy!

63
Layonara Server / Welcome back returning GM IceDragonDuvessa!
« on: September 23, 2013, 09:44:36 pm »
I would like to take this time to announce that we are welcoming a former GM back onto our team. IceDragonDuvessa has rejoined the GM team and she will begin running quests again as soon as she gets her bearings. We are pleased to have her back.
The following users thanked this post: Dorax Windsmith, Serissa, Lance Stargazer, davidhoff

64
Layonara Server / Forum reorganization and permission rebuild complete
« on: September 15, 2013, 11:32:45 am »
Hello all,The reorganization and rebuilding of the forums completed sometime in the early morning hours today (Sunday, Sept. 15th, CDT). The forums should be fully accessible to everyone once again.In the wake of this reorganization, you may find that some forums are in different locations; server rules are now listed under the community section, GMs have their own introduction forum separate from the Ask A Gamemaster forum, in-character forums (Rumor Has It, Trade and Market Hall, etc.) now have a dedicated container and several other things along these lines.No one should be getting the wide-spread "Access Denied" messages any further, but if there are specific forums that are now invisible and inaccessible to you, please let us know.We apologize for the extended inconvenience and confusion this caused. This last rebuild took longer than anticipated, and we had to attempt it a couple of times before it would complete successfully. We're not anticipating any further needs for this in the near future.For future reference, getting "Access Denied" messages on most or all forums is generally going to be a symptom of this sort of a permissions rebuild process. As we did this time, we will announce such things on the forums (including the main page at http://layonara.com) and on our official social media outlets (Facebook, Google+, Twitter). For convenience, the last few messages on our Twitter feed are located at the bottom of every page on this site. Remember in the case of Facebook, messages we post will not always show up on your feeds, so be sure to visit the page directly.
The following users thanked this post: gilshem ironstone

65
Layonara Server / Forum/Site Problems, Issues and Suggestions
« on: September 08, 2013, 02:07:52 am »
As a reminder to everyone, we're still working through issues after restoring the site. To that end, I just want to reiterate that we ask that people report any functional problems with the site (things not working, pages not displaying right or at all, etc.) by filing an issue. This is the most visible and trackable method among those others available. Posts in other places about problems will likely not get the attention they need.Also, I want to renew our request for anyone who submitted a character between March 5th, 2013 and the site crash on July 6th, 2013 to re-post your character submission and flag it as a resubmission due to the site crash. We ask this to keep our records up to date. Any new forum accounts created during this timeframe need to be recreated as well. Likewise, any grievances or requests that were left open during that time (i.e. not completed/closed) should be re-posted.Lastly, we appreciate everyone's desire to improve things and to help this site evolve. However, we ask that you hold off on any such suggestions for improvement, organization or other non-functional changes to the site until we get the technical issues ironed out.  There are only a few people doing this at the moment and it's far from a full-time endeavor for any of us, however badly we might want it to be otherwise. Beyond the known (and yet-to-be-reported) technical issues, we have a small list of organizational changes that were either completed or in-progress when the site crashed in July which we are working through as we time and priorities allow. Beyond that, some of the site's technical issues were impacting our ability to make these adjustments when we wanted to do so.Thanks to everyone for their continued support, and we humbly ask for continued patience while we try to get fully back on our feet.
The following users thanked this post: Serissa

66
Layonara Server / The Fortune System
« on: November 06, 2013, 11:06:03 pm »
Greetings all,A short time ago, we announced the Fortune system, which at the time was described only as a system to accumulate points that can be used for various things simply by being in-game and active. Today, I am going to describe exactly what Fortune is and how it can benefit you.At the simplest level, Fortune is essentially like XP, only more flexible in what one may do with it. The system is also very similar to AutoXP, except that Fortune does not have to be activated by a GM, and it doesn't expire. That's right, the Fortune system is always running.To give credit, the original concept came from long-time player and former GM stormspirit. Once the concept took root in my head, I worked out the details and initial state with Rowana and added the system to the modules. She's since been instrumental in testing and refining the system.

How does it work?

As long as a character is logged in and active, that character will earn some small amount of Fortune every few minutes. This Fortune adds up, and eventually a character will earn a whole point. Once this happens, that point can be spent or saved. There is no requirement to spend Fortune points. In fact, some may wish to save it up for special reasons, which I will detail later. Fortune points are stored on each character and saved to the database. There's very little to it than that. Characters will continue to accumulate XP through all the normal methods, but they will also accumulate Fortune at the same time.There is one thing of key importance that must be stressed. Fortune is NOT an in-character thing in any way. Just like XP is an OOC mechanic with in-game benefits. Just like you do not talk about XP in an IC sense, neither should you talk about Fortune in an IC sense. If you need any guidance on this, please ask. Do not discuss Fortune in any in-character way.One way to think of it is a representation of a character's "social capital", their influence, reknown or reputation, though in some other ways it is also just a way for us to reward and thank you for spending time in-game.  Despite Fortune being earned simply by being in-game, as you'll read below, the Fortune rewards for more RP-focused activities are greater, and so there are some significant RP ways to spend one's accumulated Fortune.

Keeping track

Since Fortune is a custom system and will not show up on any character sheet in-game, we've made it easy to check one's Fortune at any time. Simply type the following in the chat bar:

=c pointsThis will report to you how many whole points of Fortune your current character possesses. Also, anytime a character earns a whole point of Fortune, this will be shown as a system message, and that character's current total will also be displayed. This message will not be seen frequently. Instead, during each interval, a more generic and non-specific message will be shown:

Your Fortune has increased slightly.This means your character has earned some fractional amount of Fortune. This update message can be disabled by using the following toggle command:

=c toggle points_feedbackFor those who really need to get a microscopic view of their current Fortune levels, there is another command to show a more exact total:

=c points exactEveryone who already had a character at the time that this system was put into place will start out with a starting pool of five (5) Fortune points. Existing characters belonging to GMs start out with a pool of fifteen (15) Fortune points. World Leader characters start out with a pool of twenty-five (25) Fortune points. New characters will start out with one (1) Fortune point.

Gaining Fortune

As stated above, simply being actively in-game will allow a character to gain Fortune at a slow but consistent rate. However, there are other ways to earn Fortune.GMs can give out Fortune points in the same way they give out XP right now. In fact, the tool is set to give out Fortune in the same sort of amounts, except rather than giving out whole or fractional hours worth of XP, they can now give out whole or fractional points of Fortune instead.GMs may give out Fortune instead of quest XP. This choice will be primarily up to the GM, though requests for one or the other by players will be considered.Also, effective immediately, GMs will give out 1 Fortune point simply for showing up to a quest, even if the GM cannot ultimately take everyone who shows up. (Note: If people begin to abuse this, we will be forced to reevaluate this policy. Please don't make us do this.)Lastly, the World Leader XP wand has been modified to give out either XP or Fortune.One Fortune point granted by GMs and WLs is effectively equivalent to 1 hour of RP or Quest XP.For transparency, World Leader characters will accumulate Fortune at a faster rate. However, they will receive the same number of Fortune points when awarded by a GM for quest or RP rewards.Fortune earned by a character is for that character alone. One may not share Fortune with another character on the same account, nor can a player pool all the Fortune from all characters held by that player. There are only a few cases where pooling of Fortune will be allowed at all (more below), but it will not be allowed to pool the Fortune points of characters belonging to the same player.

Spending Fortune

While the idea of earning points just for playing is probably interesting in itself, it's worth talking about the sorts of things on which these points can be spent. Note that once a point is spent, that character's Fortune is reduced accordingly. Of course, the points can be earned again, but in this way Fortune is also like a sort of currency...a resource to be used and managed.The things upon which one may spend Fortune fit into one of four key categories:
  • Direct Exchange – Fortune points can be converted into either XP or GP (True) using a set exchange rate. This can be done in-game at any time by issuing the command

    =c exchange

    A dialog box will pop up, giving you the options for exchange and displaying the rate of exchange. At present, one Fortune point may be exchanged for 1000 True or the equivalent of 1 hour of quest XP. Since quest XP is dependent upon character level, the number of XP given for one Fortune point will vary depending on character level. However, the amount given will always be appropriate and meaningful for a character of any level.

    Please note: These numbers are subject to change, and we may adjust them up or down for balancing reasons, bonus events and other reasons. If you notice different (positive, non-zero) numbers than I have described here, it is not a bug; it is an adjustment
  • Quest Benefit – At each GM's discretion, Fortune points can be exchanged to affect outcomes in quest situations. The currently-supported possibilities for this are:
    • “Changing luck” – re-roll failed or poor die rolls. This only applies to manual die rolls (i.e. skill checks, attribute checks, saving throws) and not to automatic mechanical rolls for things like combat, damage and the like (unless these are manually performed for RPed situations). It should be noted that the Save vs. Soul Mother rolls can never be re-rolled using this option. Ever. (cost: 1 Fortune Point per re-roll)[/li]
    • Greasing the wheels” or “Calling in favors” – You're an adventurer. You're famous, or perhaps infamous, but your name is recognized. Your deeds are remembered. Maybe you have friends you didn't know about. Maybe you have pull and influence beyond the usual just because of your name. Or perhaps your guild has helped people indirectly that you never realized or your reputation in a city's underbelly is worth a favor. Whatever form your fame takes, you might as well be able to take advantage. Naturally, this is not an automatic success, and what is attempted has to make some sort of RP sense. A Toranite is not likely to get favors from a group of Corathites, nor is someone with a less savory reputation likely to get much goodwill among honest shop-owners. Note that networks and influence earned by CDQs and WLDQs can still be used without spending Fortune, but going beyond established parameters can be an option using Fortune. (cost: 1-2 Fortune per use at the GM's discretion) [/li]
    • “Minor heroics” – Effectively, this is equivalent to “taking 20” at times when taking 20 is not supported by the rules or the situation. To make sure everyone understands the term, “taking 20” refers to an automatic roll of 20 when performing a task that has a skill check involved in situations where there is plenty of time and a lack of urgency, such that the character can take the time and caution to succeed and succeed well. Yet sometimes, the survival and/or success of a party may absolutely depend on being able to pick a lock, analyze a magical ward or any number of things without the luxury of time and under various levels of duress. This is opening a complex lock at the last possible second, disarming a magical trap through a moment of extreme clarity and concentration or other similar sorts of outcomes. Basically, it's an opportunity to ensure success when it's sorely needed. (cost: 1-2 Fortune per use at the GM's discretion)[/li]
    [/li]

Again, these options are solely at the discretion of the GM(s) running the quest. There is not guarantee these options will be available, nor is there any guarantee of complete success. Always work with the GM when desiring to spend Fortune in this way. Note also that GMs will deduct Fortune on the spot when it is used in this way.

Also, it's important to note that there is a limit to the number of times a single character can utilize Fortune like this during a single quest. While the GM running the quest will have final say on this limit, we will generally limit these uses to three (3) times, in any combination, during a given quest episode/event.

  • Projects – Want to set up a monument, shrine or some other sort of addition to the game, whether physically represented or not? Or maybe you just want to undertake a massive remodeling of an existing structure. Whatever special project you have in mind, you may be able to spend some Fortune to make that happen. This typically follows in the vein of “pulling some strings”, but can also take the form of drumming up donations and investors in lieu of a pure outlaying of True and piles of harvested/crafted resources. Below are the initial ways Fortune can be used for projects and how much it will cost. As with other aspects of Fortune, this may change over time, but if it does, we'll be certain to update and notify everyone.
    • Remodels – Fortune points can provide a discount based on how much players want to spend in each aspect (base cost, area-expansion, tileset change, permanent placeables, exterior changes, etc.) of a remodel, with each point of Fortune spent giving a 10% discount in a single aspect of the remodeling cost.

    • Relocations/reties – Fortune points can provide a 10% reduction in the list of materials needed for every point spent. Obviously, this applies more to materials needed in larger quantities than those in smaller quantities; there is no 10% of a single Gnomish Lens, for example. To put this another way, spending 10 Fortune would eliminate the need for gathering and/or crafting all the necessary materials for the relocation.

    • Monuments – Each fortune point will provide a 20% discount on the monetary cost of each monument individually. This applies to things like custom statues placed in guild halls and stone markers placed somewhere to denote or commemorate something or someone. Bear in mind, these sorts of monuments are relatively modest, not a gigantic colossus of ego. Also, in the case of outdoor monuments, it may be necessary to obtain permission from the land-owner, pay an additional fee/tax/tribute, which would be covered separately but which could also be discounted by Fortune at a similar rate.

    • Other buildings – Buildings in this category would be physically in-game but not necessarily usable in any mechanical sense (i.e. no accessible interior, no house-type furniture, etc.). For the monetary costs associated with constructing these buildings, each point of Fortune will reduce the cost by 5,000 True. If there is an additional material cost associated with the construction of this building, each point of Fortune will reduce the material needs by 10%.

    • Intangibles – Buildings, structures and other constructs that are not represented in-game but which were established in an RP sense through CDQs and which may have some form of cost associated with them fall into this category. This would cover things like orphanages, “underground” markets, trade networks, or things of this ilk, where players have to invest in their creation. The cost in Fortune for such things, should players wish to spend it, will be based on the number of CDQs that the GM estimates will be required to complete the goal. If the number of CDQs increases due to player actions (or inactions!), the Fortune cost will increase as well, however, the Fortune cost will never go below the original estimate. The baseline Fortune cost in this case is 5 points per CDQ required to accomplish the end result.

    • What else??? – Try as we may, we will never be able to conceive of all possibilities that our player base may want to try to accomplish and how they may want to put Fortune toward such efforts. To that end, we'll have to handle these sorts of things on a case-by-case basis at first while we try to establish some sort of guidelines. Chances are good that it will be some kind of hybrid of the options given above.
      Up to four characters will be allowed to pool their Fortune together for any given project. Characters pooling their Fortune for such a purpose should be associated with the project in some way. There is no set limit as to how much Fortune one character may spend on any single project, assuming the character has Fortune to spend.

      In some situations, there may be a world-level effort that requires some level of contribution from characters to bring about a certain end. In such cases, there is no limit on how many characters can contribute, but again they should be associated with the effort already.

  • Graceful Pleas – Yes, I said it. You will be able to spend Fortune to buy a Graceful Plea, even if you have used all three for a given character. The cost is high, and rightly so. At present, it will cost 100 Fortune to gain one Graceful Plea. At this level, we estimate a player can make a dedicated effort with a single character and earn enough Fortune within about 6 months. This assumes a certain number of hours per week, of course. If the player attends quests during that time, the time to earn enough points may be shorter, as the rate of earning Fortune on quests is faster than the always-on trickle of Fortune points.
As you can see, there are some very quick and simple benefits to Fortune, but there can also be some very significant benefits to saving one's Fortune points for a greater purpose. The choice is yours to make.

What are the numbers?

The Fortune systems is based on time and a certain number of points given out per hour of playing, divided up into smaller intervals to allow people to benefit regardless of how long they can spend in-game at any given time. We have factors we can bring into play to increase or decrease this rate or even shut it off completely.At this time, we are not inclined to discuss the exact numbers. We may never be, in fact. We may tweak and adjust the numbers over time as seems appropriate. We may find cause to change the rates because we feel they're too fast or too slow. We may have bonus events, announced and unannounced.We also don't want people to game or exploit the system. We don't want people scrutinizing their time spent in-game and figuring out how maximize their Fortune and little else. As such, we are keeping the inner workings of this system private for the foreseeable future. That said, there are certain rates and numbers which are public and visible:
  • Fortune points given by GMs or WLs are equivalent to 1 hour of quest or RP XP in terms of the magnitude of the reward, and it scales with the character's current level.
  • Fortune points exchanged for XP are equivalent to 1 hour of quest or RP XP. This is directly parallel to the above point, which again scales with the character's current level.
  • Fortune points can be exchanged for GP (True) at a rate of 1 Fortune Point for 1000GP/True
  • Fortune points can be exchanged for a Graceful Plea at the rate of 100 Fortune points for 1 Graceful Plea
These numbers are still subject to change, but we feel they are pretty solid and simple. If we were to make any long-term adjustments, we would instead change the rate of accumulation rather than these exchange rates, so that the system remains simple and there are no mental gymnastics required to conceptualize how much reward one can get for a given number of Fortune points.So that is the system in summary.  As mentioned above, we'll update this with more details as we work them out. If there are any questions regarding what has already been worked out, please feel free to ask.  We'll also be creating and updating a FAQ for this system, so that all the important details of the system can be easily found and understood.Enjoy!

67
Layonara Server / And the award goes to...
« on: February 26, 2013, 09:57:48 am »
Well, this has taken me longer than expected to put up the winners of the first ever GM awards due to various reasons, but here we go, in case you've forgotten.

*** The Popular One ***
Chosen by the community
Winner: Dezza
Reward: 1 level of XP

*** Sovereign of the Nerds ***
Chosen by the GM Team
Winner: miltonyorkcastle
Reward: 1 level of XP

*** Best in Quest ***
Awarded for most quests during the Bonus XP event
Winner: Dezza, 3 quests
Reward: 15 hours of XP (5h/quest)

*** Most Generous ***
Most uses of RP XP wand during Bonus XP event
Winner: Alatriel, used 14 times on 62 characters
Reward: 14 hours of XP (1h/use)

*** Lingering Rewards ***
Awarded for the most uses of AutoXP during Bonus XP event
Winner: Lance Stargazer, used 16 times
Reward: AutoXP at Level 3 for 23 days (1 RL week + 1RL day/use)
And of course, one level of XP goes to all GMs on top of any rewards that may be given above...With an important exception.One of our GMs, who wishes to remain anonymous, has decided to forfeit the reward earned and instead give it back to the community.  As a result, every recently-active character will be granted AutoXP for a period of two RL weeks.  This will start soon (once I get it set up). Keep a watch!

Thanks to everyone who voted and participated.


68
Trade and Market Hall / Cailomel Goods & Wares (Updated)
« on: February 20, 2013, 08:41:09 am »
//All prices are based on the actual market cost of every individual crafting natural resources needed to make each items. That includes the prices of those bought at the vendors that can not be crafted, ie enchanting orbs.. ropes etc. The items that cannot be crafted were based on the lens of pricing minus a %. So please be courteous.

//The enchantment that is handed with the arrows are not rods. They are enchantment placed on the arrows before they are given to the pc. No full rods are given freely.

//Drop items are at the lens price - 50% (multiply with 0,5)

//You can place an order, pick up an order with one of our members, or leave the true in a chest and leave with your item. But you need to post the purchase that you did in this thread if you did not RP it with a member in game.

//Bringing all of the cnrs to make your items will enable you to a 50% discount on that item only.

//A minimum of 25% must be paid for your order, for you to leave with it. You will be expected to pay out what's owed in a reasonable time frame.

The following users thanked this post: Hellblazer

69
Forum Bugs / Charts did not transfer to the new forums
« on: February 19, 2013, 09:49:34 pm »
Lists formatted as a chart don't seem to have transferred to the new forums.  The Angels Guild is missing its big price list chart, and Cailomel's thread on the Trade Hall no longer has its price charts.  The old list we worked from is there, but not the newer and updated chart. 
The following users thanked this post: cbnicholson, RollinsCat

70
Layonara Server / Bonus XP Week....ish
« on: December 17, 2012, 11:34:38 pm »
Do I have your attention?  *grins*

It's time again for one of our famous bonus XP events.  Here's the details:
  • Begins on Saturday, December 22, 2012 *
  • 50% more XP from combat
  • 100% more XP from GM-led quests/events, RP rewards and Auto XP
  • Ends on Tuesday, January 1, 2013 *
[SIZE=10]* Start and end times will depend on when I get to it[/SIZE]


Bear in mind it is the holidays, and GM availability will be subject to other obligations first, but I've gotten assurances from at least some of our GMs for scheduled and impromptu events and the like.  



Rewards for RP are rated higher than combat, so remember to make time for it.  There have been several new characters lately from new and old players alike, so hopefully there will be some good opportunities for all.  Old faces are always good as well, of course. Make something happen!

71
Layonara Server / On difficulty, randomness and changes
« on: December 08, 2012, 11:21:46 am »
All,

This post is born of a recent bug report thread which began to stray into a debate. The topics raised are something I seem to have to address on a regular basis, so here I go again.

For context, the debate that tried to start was over "random" spawns and apparently disproportionate, unexpected challenges.

There's really no such thing as a "random" spawn from a design  standpoint.  The closest thing we could have is where there are more  candidate creatures that could spawn than the maximum number of  creatures that could spawn (i.e. 10 choices but only 5 slots), but even  then the spawns follow a set of rules according to the parameters set in  the spawn trigger itself.  Those rules are set by NWN. We presently have no meaningful control over how they appear; we can only make suggestions.

Besides this fact, the world changes from time to time and there  won't always be warning or notice.  Deal with it.  The development and  GM teams will do their best to make sure that the new challenge is not  disproportionately overwhelming beyond the intended challenge, but we  are under no obligation to give anyone a detailed list of what changed.   We've never done that and we're not going to start now.  Unless an area  goes from relatively easy to ridiculously impossible, in which case we  probably would provide some sort of advisory, there may be no  warning when something changes, and there will almost never be any sort of detailed list of what changes.

Remember though, this is not a  casino; we don't have a vested interest in our players losing. People have mentioned how it's not "fair" when things change without telling people. It's  always assumed that the GMs/admins/developers here have it in for our players...that we're trying to kill them off or just make life difficult for them.  We are making things reasonably difficult for players, but only in the extent that we'd rather people not just walk right up to level 40 without breaking a sweat.  Otherwise, the notion that there's some plot to kill people's characters to the point of perming them is beyond ludicrous.

The intent for most things is that there is a reasonable chance of success provided that one falls within the intended level range of the challenge presented, and I would even suggest that PCs (as a group) have the advantage almost everywhere. Even when GMs make changes, this is the metric we recommend and strive to achieve.  Yes, mistakes are made, but they're exactly that: mistakes.  Despite how many times we try to communicate this to people, we still from time to time hear about "fairness" and things...or worse, it's the things we don't hear about from people making assumptions and gossiping. This is really unproductive and it doesn't help anyone.

As far as the bug report that started this, the poster did exactly the right thing.  He saw a possible issue or cause for concern and reported it.  Maybe it's as-intended, in which case, we'll say so.  Maybe it's not, in which case we'll review it and potentially make changes and other reasonable accommodations. Regardless, bringing it forward is the best way to find out the intent and get something adjusted.  

Hopefully, this puts some minds at rest and/or addresses some concerns that people began to voice in the bug report thread.  If not, there's space in this thread for questions.

72
Rumour Has It / Hauntings?
« on: November 26, 2012, 08:59:19 pm »
Citizens of Layonara in random locations around the globe have been noticing...ghosts? Visages that come and go at random? What is it the cause?

// Spontaneous GM activity anytime between now and 11pm EST/8pm PST/4am GMT (Nov. 27th)
The following users thanked this post: lonnarin, ShiffDrgnhrt, willhoff, Shiokara, Teo

73
General Discussion / The time has come...
« on: November 11, 2012, 10:06:39 pm »
Greetings Layonara Community,
 
 It is with mixed feelings that I announce my retirement from the develoment of NWN-based Layonara after doing this for seven years and some change.  This is a move I have planned for some time (and almost did several times), and which has been needed for some time, but I am only just now making it a reality.  My development focus is now shifting completely to the MMO effort and Layonara's long-term future.
 
To keep NWN Layonara going in a development sense, I now officially pass the torch to the capable hands of Script Wrecked, who will now be responsible for all future fixes and updates.
 
 I know you've all heard this plenty of times, but...this is not a “good-bye” letter. I am still very committed to and invested in Layonara and its long-term future. I still like to play here even (when the stars align properly), GM here and participate in this community. I do not see these things changing.  My presence will remain, but my fingerprints will no longer be on the updates.
 
 There's not a lot more to say here, so join with me in congratulating Script Wrecked on his new position.

74
Layonara Server / Transparency -- Version 3.31 testing
« on: November 06, 2012, 11:41:40 pm »
All,

For the sake of transparency, I wanted to let everyone know that I am enlisting the help of some people on the Project and GM teams to aid in testing out the various changes aimed at improving the experience of the low-level character and, perhaps more importantly, the new player.

To this end, I am allowing these players to exceed the usual 6-character limit in order to make a new character for the purposes of testing.  While they are free to play and RP these characters in other capacities, their primary purpose, at least initially, will be for use in testing, providing feedback and some other related tasks.

In addition, I will be allowing consideration of character alterations that may not normally be approved or allowed without special circumstances or the use of Graceful Pleas. In truth, these characters are going to be a special circumstance. To reassure everyone, these characters will not be made to be super-powerful or equipped with all the latest gear. At the same time, I do not want them to have any impediments to effective testing, so any reasonable requests for changes are likely to be honored and granted without much process.  I'll use my own judgment on what is reasonable, naturally.

The list of players may change over time. The current list of players who will be covered under this are:
  • Dezza
  • Script Wrecked
  • Guardian 452
  • lonnarin
  • Xaltotun
If there are any questions or concerns, please ask below.
The following users thanked this post: tom bombadill, lonnarin, Dorax Windsmith, Chazzler, Stephen_Zuckerman, Hellblazer

75
Layonara Server / Version 3.31 is online!
« on: November 03, 2012, 10:38:22 pm »
[SIZE=24]Version 3.31 is online![/SIZE]

 I'm going to start this one out by thanking all the people who contributed first, because without them, this update would be a lot smaller...and a lot less cool.  So in no particular order, I'd like to give my personal thanks so Alatriel, Guardian 452, Script Wrecked, Honora, Xaltotun and mixafix for their specific contributions and/or initiatives. Specific contributions will be detailed below.  Similar thanks go to the members of the Project Team and GM Team who contributed to various efforts with input and perspective.  Lastly, a fair amount of this content comes from the community as a whole.  While some things may not seem like direct requests and suggestions, the original motivations for some come from the community at-large, so thanks go to you all for bringing forth your ideas, even if we've managed to twist them from their original forms.
 
As I mentioned within the last few days, there is an updated HAK and TLK file required for this update. If you haven't downloaded them yet, please do so now.

 [SIZE=16]Fixes:[/SIZE]
  • Fix Find Traps skill bonus     calculation
  • Fix heal kit static drop in Swamp     of Sorrows cave to be the correct version
  • Fix spelling and grammar issues on     discarded papers in Tomb of the Emerald Skull
[SIZE=16]Area updates:[/SIZE]
  • Updated –     Hallowlight Forest (A path! A path!) {1}
  • Updated –     Fieroz City, formerly Fort of Last Hope (now matches the description     in established lore) {2}
  • New – Siphe     Castle (interior) {2}
  • Updated –     Partial Great Forest facelift (adjusted spawns, new layouts and a     new cave...somewhere)
  • Updated –     Silkwood Spider Cave (adjusted spawns for density)
  • Updated –     Leringard, main city and docks (now more closely matches approved     description) {2}
  • New –     Leringard undercity (Yep! New mid-level adventuring areas with a     progressive difficulty) {2}
  • Edge tile fix     in a quest area {3}
  • Some extra     CNR scattered around in a few places
  • Added trash     barrel to Center
  • Vale and     Clover reflect recent attacks and destruction
  • Magic     returned to the Great Rift following several CDQs by Storold and     crew
  • Change start     point in Center to be away from the portal
  • More grouped     under another heading (below)
[SIZE=16]Armor Crafting updates:[/SIZE]
 There are some pretty significant changes to Armor Crafting, specifically for the metal armors, helmets and shields. This project was spearheaded by Guardian 452 and ultimately most of the heavy lifting was done by him, but it was definitely a group effort with significant input coming from members of the Project and GM Teams. In terms of specifics...
  • Metal helmets     reduced to one type per metal. Since each helmet variant differed     only in appearance, they were wasting valuable palette space.      Helmets can be customized to any of the other appearances. Recipes     are likewise reduced to one helmet type per metal.
  • Metal shields     reduced to one type per metal and size factor (small, large and     tower) for the same reasons as the helmets.  Recipes are likewise     reduced as above.
  • Redundant     Platinum Chain Shirt removed from palette
  • Added a     craftable breastplate for each metal type as a step between     chainmail and splint mail
  • Added     Platinum and Cobalt shields
  • Completely     reworked the properties of all armors across all metals.  Armors,     helmets and shields are designed to complement each other and work     as a set.  There is a more consistent progression between armor     types within each metal and upward through the metal types. If     anyone wishes to take advantage of the new properties, old metal     armors can be “oxed”. Anyone wishing to keep the old properties     may do so.
  • Tower shield     recipe ingot requirements reduced by 1
Specifications on the new armors, shields and helmets will be posted elsewhere.  They would make this post far too long.
 
[SIZE=16]Thrown Weapons:[/SIZE]
  • Weight     and cost significantly     reduced on throwing     axes
  • Crafting     yield increased on throwing axes
  • Stack size     for throwing axes increased to 100
  • Elemental     rods can now be applied to throwing axes, darts and shuriken
[SIZE=16]Loot!!![/SIZE]
  • Loot drops     updated with over 100 fresh items lovingly designed and created by     the Layonara Project Team.  These items replace a similar set of     100+ unique items you've all come to know and love over the last few     years. Special thanks to Guardian 452 for taking the time to create     the final items.
[SIZE=16]Shifter PrC forms:[/SIZE]
 A while back, we disallowed two Epic Shifter feats from being used due to some serious lore violations with the forms. Particularly, these were the Construct Shape and the Undead Shape feats.  It doesn't take much imagination to understand why constructs and undead are somewhat the antithesis of Layonara's Druids as we have represented them in lore.  Anyway, at the motivation of Xaltotun and mixafix, we started an effort to replace these forms with something more compliant with lore.  While the end result differs quite a bit from their initial proposal, proper credit is due to them for getting the ball rolling.  
 
The Undead Shape feat is now Nature Entity Shape, and the Construct Shape feat is now Manifestation Shape.
  • Nature Entity     Shape – The Shifter can take the form of one of three nature     entities: Nature's Warrior, Nature's Vengeance and Nature's Wrath.      These forms have new properties associated with them that are around     the same power level as the undead forms but more appropriate for     the forms that are represented.
  • Manifestation     Shape – The Shifter can take the form of one of three     manifestations: Obsidian Manifestion, Hematite Manifestation and     Diamond Manifestation.  These forms are basically re-skinned and     renamed, but mechanically the same as the Construct Shape forms.
For any who are curious, a “manifestation” is a concept from our MMO work that is formed around an entity out of whatever natural materials that are available, thereby giving the formless entity a form.
 
Full details for these feats will be available on LORE shortly.
 [SIZE=16]
General Game Features:[/SIZE]  
  • Ship captain     conversations updated to be a little more descriptive about their     destinations {4}
  • New     customization system.  This is actually a system GMs have had for a     while but which was never adapted for player use. It's easier to     use, better organized, allows cloning of appearances (subject to     racial/gender/type limitations), has easier-to-use coloring and is     always successful. That's right, there's no more DCs for modifying     equipment and no more wasting potentially hundreds or thousands in     True for all those failed checks.  A small fee still applies, but     it's far more reasonable. Thanks to Script Wrecked for adapting the     system for player use.
  • Updated math     for the Save vs. Soul Mother. *listens for the sound of jaws hitting     the floor* The new progression goes like this:
    • Levels 1-3:         Automatic success – no chance of Soul Strand loss
    • Levels 4-20:         DC = level / 2
    • Levels 21+:         DC = 10 + ((level – 20) / 4)
    [/LIST]In other words, below level 20 (and above level 3), the chance of losing a soul strand from dying increases by 1% for every two (2) levels.  Above level 20, the chance of losing a soul strand from dying increases by 1% for every four (4) levels. At level 40, that chance sits at 15%. {5}
    •     New system – AutoXP.  This system allows a new mechanism for GMs     to reward good RP. Rather than a single hit with a fixed amount,     this system will grant a small amount of XP, based on the     character's level, at regular intervals over a period of time as     long as the character is logged in, not idle and not in combat. {6}
    Low-level/New player experience:
    •     Adjustments to Center crypts and undercity spawns to be more     friendly to a solo, low-level adventurer
    •     Dirty Claw Kobold spawns tweaked
    •     Adjusted combat XP curves to give a boost to characters through     level 12. Formerly, this curve flattened out at level 3.
    •     Moved a Point of Interest to make it easier for the new player as an     introduction to the system
    •     New characters get more True to spend
    • Adjusted     combat XP calculation for parties to reduce or eliminate the XP     reduction when a character is below the average party level,     especially by larger margins. This actually affects everyone, not     just low-level characters, but the effect will be more profound for     this group.
    As an important comment, any items removed from the palette have been converted to dynamic items, so if they are put onto an ox, they will not be destroyed.
     
     I'll be making a few more posts related to this update soon, but until then feel free to ask questions that come to mind.
     
     Notes:
     [SIZE=10]{1} Primary credit to Guardian 452[/SIZE]
     [SIZE=10]{2} Primary credit to Alatriel[/SIZE]
     [SIZE=10]{3} Primary credit to Script Wrecked[/SIZE]
     [SIZE=10]{4} Primary credit to Honora[/SIZE]
     [SIZE=10]{5} Please note, this reduction in the Save vs. Soul Mother DC is a purely OOC change. Please do not RP or acknowledge any sort of change in this mechanic in any in-character way. There is not IC reason for it.  There's no greater purpose or mysterious shift in the Cosmos, nor have your characters become “stronger” somehow or the Soul Mother gotten “weaker” or “less hungry”.  This is simply me adjusting the curve, as we have done in the past.[/SIZE]
    [SIZE=10][SIZE=10]{6} This system is completely at t[SIZE=10]he discretion of the GMs, and they may[SIZE=10] enable or disable it for any character at any time for any reason. It is not an entitlement, it is a reward. Please treat it as such[/SIZE][/SIZE][/SIZE].
    [/SIZE]


     Enjoy!

    76
    Layonara Server / Update coming soon -- Important Information
    « on: October 06, 2012, 09:08:06 pm »
    Hey all,

    There's an update coming soon, and for this one you'll need two new files. You can download and extract them now so that you're prepared when the update actually hits. As usual, they are not yet linked on the Downloads page. Here are the direct links:

    HAK: http://nwn.layonara.com/downloads/files/layo_ctrlv3r15.rar
    TLK: http://nwn.layonara.com/downloads/files/layonara_v26.rar

    The second thing I want to note is that I'm going to have to do some maintenance and additional steps at the same time, so the servers will be down for longer than usual while I take care of all of it.  I'll mention this again as the update is finalized, and I'll post a planned schedule for the update so everyone can plan accordingly.

    77
    Just for Fun / Fun with randomness
    « on: September 08, 2012, 01:02:14 pm »
    (subtitle: How good are your dice?)

    OneST8 passed this my way and I thought I'd share:

    The Epic 20,000 Roll Dice Randomness Test - Forbes

    If anyone's curious, I have a compilation of over 3.5 years worth of crafting die rolls and over 4.5 years worth of Save vs. Soul Mother rolls.  See the attached Excel file for the results

    I have done this for curiosity purposes, not to brow-beat anyone or start up a debate, and decided to share it with all of you for the same reasons.

    The file contains two worksheets, one for crafting results and one for Soul Mother saves.  Each contains the following:
    • The frequency of each die roll result
    • A handy chart for visualization purposes
    • Computed total number of rolls
    • Computed standard deviation
    • Computed average deviation
    • Maximum and minimum roll frequency values
    • Range of frequencies as a percentage of total rolls
    • Sum of values of all dice rolled (from database query)
    • Computed average roll
    • Computed ideal average roll
    You may have to scroll down to see the calculated results.


    Enjoy!
    The following users thanked this post: miltonyorkcastle, Hellblazer, Xiaobeibi, RollinsCat

    78
    The Dragon Storm Campaign / Increased military presence
    « on: August 03, 2012, 11:53:10 am »
    It has been noted by scouts and patrols that there is an increased military presence inside of Kuhl on the portions of its borders closest to the Roughlands. Many theories abound as to the reason for the build-up. Authorities on this side of the border are taking a "wait and see" posture, but between the strange mist over the Roughlands and this new development, the mood is both dire and tense in the region.
    The following users thanked this post: miltonyorkcastle, Dorax Windsmith, Lance Stargazer, Alatriel, davidhoff, willhoff

    79
    Layonara Server / Housing sweep -- One Week Warning -- Everyone Read
    « on: June 19, 2012, 12:13:07 am »
    OK, after much delay (and some forgetfulness), I've gone ahead and done my own sweep of housing. This is a pretty simple sweep, based solely on activity level. To be specific, if the owner of a house has not logged in within the last 12 months, I have added that house to the following list:

    On West:
    101|102|104|113|115
    118|120|127|130|133
    [strike]136[/strike]|139|142|144|[strike]145[/strike]
    [strike]146[/strike]|157|159|172|176
    179|183|186|188|
    [/table]On Central:
    203|209|211|213|218
    219|221|227|230|232
    235|236|237|238|239
    240|242|
    [strike]246[/strike]|251|253
    259|261|262|264|
    [/table]Check these lists carefully.  If you still maintain access to one of these houses, you will need to either make arrangements to buy the house, present a solid reason for a transfer or vacate any possessions you wish to keep that may reside within.  Otherwise, the homes will be released back to the market starting in about a week.

    For any homes that should not be released, post below with the following:

    Address:
    Character Name:
    Proposed action:
    Justification:

    For clarity, this is not for people to start bidding or making a case for houses.  This is an avenue for people with an existing legitimate claim to a particular house to assert that for consideration. For example, if the house was owned by your character's spouse but the player has left or the spouse has permed, this would constitute a legitimate claim.  There are other possibilities, of course, and they will be evaluated on a case-by-case.  

    If you are just trying to get in line to buy a house, I will not entertain any such requests here.  Anyone without some reasonable claim can attempt to purchase a house through the in-game process.

    When these houses do go back on the market, please have some consideration for other players before snatching up houses simply for more guild/personal storage, and please observe the "one house per character" request, in letter and spirit (i.e. a pair of spouses don't need a pair of houses). Give everyone a shot at the beneficial opportunities that player housing offers.

    80
    Layonara Server / Version 3.30.9 is online!
    « on: June 12, 2012, 09:43:03 pm »
    [SIZE=24]Version 3.30.9 is online![/SIZE]

     Hello all, this one has been a little long in coming, but better late than never.
     
    As mentioned a few weeks ago, there are updated HAK and TLK file required for this update.
     
     Fixes:
    • Fixed damage calculation for     Darkfire/Flame Weapon where arcane PrCs come into play.
    • Fixed the drop for the Lord of     Le'tennodin to be more in line with server balance.
    • Tileset fix to battlements on     Bydell Castle and other locations that use that same tileset.
    • Fixed Alexei Petrovickiy's deity     and subrace
    • Tileset edge fix in “+City/Rural     Builder Base” tileset, specifically for Windjammer Bay
    • Tileset edge fix in “Rural”     tileset, specifically for Hlint Outskirts East
    • Tileset edge fix in “Mirkwood     Swamps” tileset, specifically for Battlehelm Moors
    • Fixed missing PrC constant
    New stuff:
    • Ni'Haer's     WLDQ reward (!)
    Not much new this time that most people will notice, but stay tuned.  There's likely to be some new in the next one.
     
     Thanks this time to Script Wrecked (who did most of it) as well as everyone who made suggestions or bug reports.
     
     Enjoy!

    Pages: 1 2 3 [4] 5 6 ... 8

    anything