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Messages - LordCove

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41
Trade and Market Hall / Re: Angels Guild--Adventure Outfitters
« on: December 25, 2012, 06:41:03 pm »
* Maran enters and takes a ring of Bulls II *

// no coin left, 6175 true in credit. Consider remaining true as tip. ;)

You overpaid for your items, and as we applied a bulk item discount, this is to inform you that you have a credit of 6175 Trues with the Angels Guild. We appreciate your patronage and look forward to serving you again.

42
General Discussion / Re: Vampiric regeneration
« on: December 24, 2012, 04:20:54 am »
No. Vampiric regeneration is to be added to weapons, and regains the weilder hitpoints when the weapon strikes.

Its the Troll Ear that can be added to items to gain regeneration over time effects.

43
Fixed Bugs / Re: Disarm bug(possibly)
« on: December 18, 2012, 08:23:21 am »
Usually Disarm in Layo ( including unique armour removal from some creatures) would put the item into the persons inventory, unless the inventory is full, then it drops to the ground.

In this case, it seems to auto-drop to the floor. Not even sure how thats possible unless encounters are scripted to use the basic NWN Disarm feat, but I'm not big on scripting.

44
Trade and Market Hall / Re: Angels Guild--Adventure Outfitters
« on: December 16, 2012, 04:01:37 pm »
* Maran wanders in and buys a few things*

Fire Enhancement IV , Titanium Enhancement IV , Fire Resistance II and Electric Resistance II.

Coin left in chests.

45
Ask A Gamemaster / Re: Group needs help on relog
« on: December 15, 2012, 05:16:39 pm »
Will log in when I see either of you online.
Thanks!

46
NWN Ideas, Suggestions, Requests / Re: Improving Layonara Experience.
« on: December 10, 2012, 04:13:45 am »
Mixafix used to employ an ingenious idea to give the community something to do which I myself copied at times.
It requires minimum GM time to set-up and zero GM time to run.

Quest items would be placed around the world in different locations (caves/dungeons/places of interest/places seldom traveled )
These items can be themed and tie in to a quest, or simply the people who find the most items get a small prize and a little xp bump.

This to me was a brilliant idea, as it promoted grouping to get through those harder places, gave people alone on the server something to do, and again, required minimum time to set-up and didn't require a GM to be present.

47
Fixed Bugs / Re: Sooth Moors CNR Bug
« on: December 09, 2012, 02:13:53 pm »
I just learned it is due to the famine, I just didn't know CNR timers were changed to reflect it ( Nice touch! )

Thanks, this can be closed.

48
Trade and Market Hall / Re: Angels Guild--Adventure Outfitters
« on: November 25, 2012, 04:03:08 pm »
A note on the board:

Copper Full Plate and Cold Enhancement I taken, coins left in appropriate chests.

Kagen

49
Trade and Market Hall / Re: Angels Guild--Adventure Outfitters
« on: November 19, 2012, 04:14:28 am »
*a half-drunk dwarf swaggers into the Guild, takes a few rings, drops the coins in the chest and staggers out*

2 Rings of Bulls strength - 1740*2 = 3480 - 500credit = 2980 left in appropriate chest

Kagen

50
Trade and Market Hall / Re: Angels Guild--Adventure Outfitters
« on: November 09, 2012, 06:13:28 pm »
* a scruffy, ugly dwarf saunters into the Angels guild, buys a few things and thumps out the door with a grunt*

Large Iron Shield - 1750
Oak Short bow - 1500
Coin left in appropriate chests.

51
Trade and Market Hall / Re: Angels Guild--Adventure Outfitters
« on: August 30, 2012, 04:43:33 pm »
A tiny scrap of paper on the counter reads:

Oi 'elped meself teh a war'ammer
Yer coin beh in tha' chest.
Kagen


// Iron Warhammer purchased. Thx

52
Fixed Bugs / Re: Find Traps Effect does not match spell Description
« on: August 26, 2012, 12:46:52 pm »
I vaguely recall the Open Lock and Disable trap abilities being capped at +15 for those people without either of these two abilities as their class skill. In other words to go higher, you need a Rogue class.
I think this was done to avoid the same ... Wizards and Clerics suddenly gaining the skills of rogues of equal levels, ensuring some areas required group travel ( needing to bring a rogue ) and could not be solo'd.

Not sure if its actually true, but seems to fit.

53
Ask A Gamemaster / Re: Aerdinite "good to kill"?
« on: August 22, 2012, 09:15:32 am »
So everything would fit into the groups in the Creature Toolset.
Anything under construct, abberation or undead, an Aeridinite is free to smite? ( with the best intentions of course )

And thanks for the link Aphel, very useful.

54
General Discussion / Re: Community Building
« on: August 18, 2012, 08:40:25 am »
I know this thread was supposed to close as per I'm going to leave it open for a few more days for those who'd like to offer suggestions about developing a stronger community. This thread will close on or around noon CDT of the 15th. .... but I wanted to hit on something Dorg asked that none seemed to answer.

If some of the difficulties that plague lower levels (i.e. level 10 or below) in our reduced server population were lessened or eliminated, would you create a new character and not worry so much about how fast you have to get to Level X for whatever reason? Similarly, would you consider coordinating with other established members (and potentially new ones) and create new characters as a group, not necessarily all affiliated (but it helps) so that the complaint of not enough people online to game with isn't an issue?

I bring this back up because at the moment, I am sat on the fence. I am eager to create a new character and re-enter Layo, but not if I am all alone spending the rare few hours I have available grinding dungeons repeatedly or sitting on a bench waiting for people to log on.

A lot of people ( myself included ) have mentioned having some change to the xp rate. This would be great... but as Dorg said, if there is no one ( or hardly) anyone below level 10 online to benefit from the change... then what is the point?

So I'm asking... would anyone ( old players who have left, existing players, new players) start a new character? Not when Dorg decides IF some of the above changes will take place, but NOW?
Is there even enough interest to make these changes worthwhile?
( For selfish reasons, I'm particularly interested in GMT timers )

55
General Discussion / Re: Community Building
« on: August 13, 2012, 03:26:53 am »
I'm hoping for a change to the xp system to allow quicker leveling to a certain point. Here is why, and please don't take any of this as a knock to the team or community or anything like that.

My play-time is very limited and unpredictable, but I have incredibly fond memories of Layo, so I dug  out an old Alt character I had and started logging him in.

Sadly, my experience wasn't great.
First, there was one character online who I sent a tell to, and then spent ten minutes running to his location, only to find he was an Orc ( I was a dwarf )
Then ensues some threatening RP and a PVP battle, which was all good, but after I had faced off against the evil orc .... I was all alone on the server.

Second time there were a few people online, so I sent a Tell, and got a reply they were busy doing quests. So I sat my butt on the Hlint benches waiting for them to finish.
Twenty minutes later a small group arrives, RP begins. One character was particulary abusive to my dwarf whilst others watched, and so RP turned to PVP ( or I could have walked away with my tail between my legs, but what dwarf does that? )
So after twenty minutes of waiting, ten minutes of talking and a PVP battle, I find I'm all alone again.

Had this been a fresh to person to Layo, then I bet that would have been the end of his trial run.
Altering the Group XP rate is going to be great news for people already here, and I do think it is a good idea, but it might not help so much the new people.
Even if they are lucky enough to log on and find a group, and if they are lucky enough to find the group is nearby and not already half-way down a dungeon, and even if they Dare ask a group of Epic strangers to wait ten minutes so a low level can run all the way to them, they still may have problems joining the group. For all they know, the group is a bunch of darkelves ( and your a dwarf) ... or your a Mistie and they're all Toranites.

My point is, if the early levels of Layo weren't so reliable on a group, I wouldn't have needed to sit around waiting for a group to join.
I could quite happily go wander off myself, knowing that it wont take 1000 grinds of the Red Light caves to get me a level higher and a little tougher and more capable, it would only take 10 grinds.
And if I knew I could level a little quicker, up to say level 10 or 15, I'd bet you a shiny nickle alot of other people would do the same.

And then suddenly I'm not soloing anymore... because everyone has the same idea as me, and so I'm bumping into adventurer's on the road again, finding them in the Goblin caves or out in the swamps.
And suddenly I'm in level-alike groups again.

Every time I look at Server Status, its populated by characters level 25+ .... always.
I bet even those Epic's might consider making a new character if they knew it wouldn't take a year to reach level 15. I know I certainly would.

56
NWN Ideas, Suggestions, Requests / Re: Time for a change suggestion
« on: August 12, 2012, 05:01:36 am »
As a side for the non-partied xp gain factor -

something I think would allow new players/character's to ascend to a point where they can travel freely and explore area's without needing a group...
... until a certain point, at which needing a group would be necessary.

In summary -

Levels 1 - 10   - Easy
Levels 11 - 20  - Medium / Hard
Levels 21 - 30   - Bloody Hard!
Levels 30+ - Just the same



Just as an example.

57
General Discussion / Re: Community Building
« on: August 03, 2012, 10:45:30 am »
I had wrote a lot, but it took me so long to do that I was logged out and forgot to copy it.

So summed up...

" Make the early level's of Layo solo-able"

No one likes to log on to an new, empty server, wander around for ten minutes and get killed by a rat... or a skeleton... or skunk.
Even if they find a group, chances are its a group of epics , of which 90% of the current community is....
Infact, most of what I was going to write is already echoed in other peoples posts.

58
General Discussion / Re: Community Building
« on: August 01, 2012, 05:33:03 pm »
A reduction in the XP required to level in both Class and Crafting would, I think, encourage new players to stay and old players to return.

I understand this is primarily an RP server, but with dwindling numbers it is probably increasingly difficult to find someone to RP with, and if you do, you likely need to travel a great distance to find them.

Add to that the "grinding" factor, whereby characters level so slowly, they must return to the same areas time and again ( or attend quests ) to gain enough levels to be able to go to new areas ( and repeat the process )
The same applies to crafting.

Personally, time is a factor.
I think it would bring old players back and attract some new ones, if their progress was hastened.
For example, alter the XP required to reach level 8 to standard NWN amounts. From level 8 - 15 NWN standard*2. Level 15-20*3... and 20+ requires 1 million xp per level.

If the server is empty but a character is able to solo some area's and knows its not going to take a week to level by himself, then he's going to log in and do it.
If one person does it... another will... and another...

Much the same with crafting XP.The crafting system here is awesome, and totally addictive. But again, is such a lengthy process, and with ingame guilds now stocking just about everything that can be made via crafting, there is hardly a need for anyone not in a guild to craft.

Just a thought, play with it as you will.

Edit: Highlighting Guardian's quote, he said it better than I could.

9.  A world that is gearted towards group play is destined to die when no one is on when we want to play.

LC

59
Rumour Has It / Re: Egging...
« on: June 03, 2012, 08:03:46 pm »
An elvish lady, obviously unnaccustomed to being in such a large city, wanders the streets for some time, looking for a specific address.
Upon finding it, she delicately takes out a single egg from a pouch, and feebly tosses it at the window where it splatters.

With a nod, confident she has fulfilled the bizzare human ritual as she promised, she walks steadily off with her staff clunking off the ground with every step.

60
Rumour Has It / Re: The name of Le'Tennodin is heard
« on: March 09, 2012, 05:30:24 am »
" Nyemfca, you mentioned Le'Tennodin once to me..... correct?" a soft spoken voice asked.
A filthy, mud covered man, knelt in the soil with his hands splitting the roots of some plant which had no business being there, pauses in his work and looks up.
" A long long time ago.... yes.... the elven undead of the Thunderpeaks. Why do you ask?"
His face turns grim before the druidic lady even answers him, but she answers anyway.
" Word comes that a group marches to face them, and the word has raised considerable interest and awe. I only mention it as I recall you saying you faced them once.... long ago."
The man seperates the roots of the two plants, and buries them seperately in the soil, before wiping his hands and standing up.
" Aye.... long ago... were any names mentioned of those going?"
As the druidic lady rhymes off a few names, a wry grin appears on the mans face.
"This should be good."

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