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Messages - Chongo

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941
Trade and Market Hall / Charisma Ioun Stone
« on: December 04, 2006, 01:38:36 pm »
[SIZE=18]AUCTION CLOSED[/SIZE][/FONT]
*Ket stands up on the watchtower in Hlint tossing a pink and green gem into the air as it floats around him*  Ah tought tis would 'elp me wit te lasses but it ain' doin' nutin' but makin' me diccy whoile ah try talkin' te 'em. Any'ow... ahm sellin' it te ta 'oighest bidder. It's 'sposed te be good fer gittin' lasses is wha' ah'f 'eard... ain' seen much on tat end tow. Also good fer ye palydin toipes an' maybe ye magikin' toipes iffin yer tat sort. Roigh'... ah'll leaf te postin's on te tafern door.  
 *The Note Reads*  [SIZE=16]Auction Pink and Green Ioun Stone Starting Bid: 75,000 True Bid Increments: 5,000 True Minimum[/SIZE]
 OOC Details: +2 Charisma on activating and does not cease until rest. Success with the opposite gender dependant upon roleplay, product holds no guarantees.
 
[/FONT][/FONT]

942
NWN Ideas, Suggestions, Requests / Feat Change: Divine Wrath
« on: December 03, 2006, 11:22:40 am »
I think this should be changed to 3 uses per day.  It somehow should be lengthened, though I think by doubling or tripling the cha modified duration, you end up promoting less emphasis on the charisma, which is the source for the power.  However, if you make it multiple uses per day, you don't really power up the class, you just help make it useful for a PW with rest limitations and generally low magic, which prevents maximizing all character stats in a fashion that maximized charisma for such feat useage was partly intended.

I feel like I've posted this before for some reason... if so... sorry for being a broken record.

943
Trade and Market Hall / Auction: Cut Emerald
« on: November 15, 2006, 05:05:03 pm »
[SIZE=32]Auction: Cut Emerald[/SIZE][/b]
 
[SIZE=13]A finely cut emerald forged in the darkestdepths of the Underdark. A rare and precious gem, from anregion seeing an increased presence of devious creatures, creatures growing more organized and better trained. Proceeds will go towards the purchase ofmassive amounts of will-o-whisky![/SIZE]
[SIZE=16]Starting Bid: 174,000 True[/SIZE][/U]
 
//Auction willclose November20th,1800 GMT. Last minute bid increment increasesless then 10,000 will be ignored. Anonymous bids not accepted.

944
NWN Ideas, Suggestions, Requests / Blinding Speed
« on: October 25, 2006, 01:51:14 pm »
As an epic feat that requires 25 dexterity, I think this feat could use a little love.  I am doubting that anyone on the server has or will ever take this feat due to the extremely short duration of it.  And if they take it as a character building feat, I kinda feel bad for them.  As it is, it is the equivalent of a low level haste spell.  Usable once per day.

Seems to me it should last about 5-10 minutes based on how difficult it is to get, and the fact that most level 20 mages can cast a 4 minute haste probably 6-12 times per day.  Or make it multiple usage.

It's a neat feat with a fun animation to throw around, I'd love to see it get some love so that it's appealing.

Just an idea though.

945
General Discussion / A Short Analysis on Levels and Layonara
« on: October 20, 2006, 03:42:15 pm »
[SIZE=16]This data is courtesy SquareKnot from a program he runs off LORE.  It is not geared towards 100% accuracy nor did his intent serve any real motives other then interest.  Any opinions expressed in here are not necessarily shared by him.  It encompasses 120 days tracking the playtimes of every individual.  The data began on June 18 and finished October 16.  Now he provided data, and I did some basic spreadsheet math using it…math/ statistics was never my strong point, so I bet you can catch me off on a few things.[/SIZE]
  [SIZE=16]And before any of this, here’s the golden rule for this topic!:[/SIZE]
  [SIZE=16]There is nothing in here that is mean or conflict-sparking in any way, shape or form.  It is written with the friendliest intent I have in me to discuss in a friendly manner.  I proofread it several times to make sure it was productive and above all written as a team player.  The golden rule on any PW is to be a team player.  So let’s talk to each other like we’re on the same team.  Fun fun.[/SIZE]
  [SIZE=16]Notes:[/SIZE] [SIZE=16]120 Days = 2880 Hours = 1920 Waking Hours = 86 Work Day Equivalents    *Waking hours assuming 8 hours of sleep, work day assuming 8 hours 5 days a week [/SIZE][SIZE=16]All characters played less then 100 minutes over this time period were removed as inconsistent characters [/SIZE][SIZE=16]This tracks characters, not player logins [/SIZE][SIZE=16]  [/SIZE]
[SIZE=16][SIZE=16][/SIZE] [SIZE=16]Average Time Played by Layonara Characters During this Time:  [/SIZE][SIZE=16]5202 minutes = 87 hours = 11 work days =  5% of waking hours[/SIZE][SIZE=16] [/SIZE][SIZE=16]Highest Time Played by a Single Layonara Character During this Time: [/SIZE][SIZE=16]60675 minutes = 1011 hours = 126 work days = 53% of waking hours[/SIZE][SIZE=16] [/SIZE][SIZE=16]Average Level of Characters Playing During this Time Period:   [/SIZE][SIZE=16]9.31[/SIZE][SIZE=16] [/SIZE][SIZE=16]Number of Characters Playing Over 20,000 Minutes: [/SIZE][SIZE=16]58[/SIZE][SIZE=16] [/SIZE][SIZE=16]Average Level of Characters Playing Over 20,000 Minutes: [/SIZE][SIZE=16]16.59[/SIZE][SIZE=16] [/SIZE][SIZE=16]Number of Characters Playing Between 10,000 and 19,999 Minutes: [/SIZE][SIZE=16]71[/SIZE][SIZE=16] [/SIZE][SIZE=16]Average Level of Characters Playing Between 10,000 and 19,999 Minutes: [/SIZE][SIZE=16]16.1[/SIZE][SIZE=16] [/SIZE][SIZE=16]Number of Characters Playing Between  1,000 and 9,999 Minutes: [/SIZE][SIZE=16]343[/SIZE][SIZE=16] [/SIZE][SIZE=16]Average Level of Characters Playing Between  1,000 and 9,999 Minutes: [/SIZE][SIZE=16]9.35 [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Alright.  So why am I posting this.  Well, mostly for community awareness.  I’m sure that the team is far more aware of these sorts of figures then I am, are better informed, and have discussions in place to think things over along these lines.  So it’s for community awareness so we better understand each other and maintain a big happy family.  If you run a search on the following keywords on the Layonara Forums: [/SIZE][SIZE=16]-          leveling [/SIZE][SIZE=16]-          powerleveler [/SIZE][SIZE=16]-          fast leveling [/SIZE][SIZE=16]-          slow leveling [/SIZE][SIZE=16]-          trouble leveling [/SIZE][SIZE=16]  [/SIZE][SIZE=16]You won’t be surprised at the results.  Levels are something that are of constant awareness in any large D&D based community.  And it’s awe-inspiring to watch the number of conflicts and concern that arise from the simple subject of levels. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]So, for the basis of this subject, I’m going to make a few statements regarded as fact: [/SIZE][SIZE=16]  [/SIZE][SIZE=16]-          You can not control the real-time input any given player or character has [/SIZE][SIZE=16]-          Real-time is not in anyway regulated in regard to game-time [/SIZE][SIZE=16]-          Levels, leveling, or tangible character progression can not be proven to correlate with roleplay [/SIZE][SIZE=16]-          That disparities exist in game-time invested and rate of progression that this data can not track [/SIZE][SIZE=16]  [/SIZE][SIZE=16]The initial figures shown above don’t prove any real point, but they do illustrate a few things: [/SIZE][SIZE=16]  [/SIZE][SIZE=16]-          The average level of characters investing more time in game is higher [/SIZE][SIZE=16]-          The majority of Layonara characters are in game at the lower end of the playtime spectrum for the server [/SIZE][SIZE=16]-          That over 58 characters were in game for over 4 hours per workday, and over 19% of their waking hours during the 120 days [/SIZE][SIZE=16]-          That over 129 characters were in game for over 2 hours per workday, and over 9% of their waking hours during the 120 days [/SIZE][SIZE=16]  [/SIZE][SIZE=16]So there is an obvious connection between playing more and being higher level.  Now what this doesn’t point or, or try to point out, is any connection with fast leveling or playstyles inherent of people in any given spectrum.  People that are higher level on average play more hours, that’s all it’s showing.  As Dorg and I’m sure many others have said repeatedly in the past, it’s not how many hours you’re in game, it’s what you’re doing during those hours.  Nothing said here debates that and I wholeheartedly agree. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]What is important for the community to recognize is the massive disparity in how much people play.  Many characters are played 100 to 1,000 times as much as others that enjoy this server on a regular basis.  With such a massive spread in ability to be online, doing whatever it is you do, there is naturally going to be a curve that shows a faster rate of progression.  Every character online participates in events that yield experience.  Quests, killing monsters, crafting.  It is at the core of the D&D model.  With the assumption that the majority of the server progresses at around the same rate per hour online, there is of course going to be a valid problem with the real-time equivalents.  An example of this: [/SIZE][SIZE=16]  [/SIZE][SIZE=16]-          Character A spends half of his time at a beloved campfire near Leilon with their would-be lover in an eternal debate on who is more lovely.  Character A spends the other half of their time adventuring in the Rift, their very favorite place to go on the server. [/SIZE][SIZE=16]-          Character B spends half of his time at a seldom visited tavern in Hurm with three of his good friends in an eternal debate of who yields foxier clerics, Ilsare or Xeen.  Character B spends the other half of his time adventuring around Milara’s gates, because he likes the thrill of 45 stacked epic traps in one square meter. [/SIZE][SIZE=16]-          Character A plays 20 hours a week [/SIZE][SIZE=16]-          Character B plays 5 hours a week [/SIZE][SIZE=16]-          In their adventuring, each character tends to gain a level every 100 hours of playing. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]In this scenario, which is fairly common except for the personalities, Character A is level 40 after 3.85 years.  Character B is level 40 after 15.38 years. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Granted, silly example to an extent, but it’s clear that there’s no real-world progression that is regulated in a standard NWN persistent world.  Outside the inevitable problem of varying playstyles, this is the most significant problem that rears its head in regard to what progression should require on Layonara.   [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Again, this is playstyles aside. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Now, some discussions of note that have circled around this subject should be mentioned here.  The following topics have a few tidbits here and there on systems they’ve seen, ideas they might have, general staff impressions on levels and rate of progression, and obviously a lot of opinion in both directions. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]-          [/SIZE][SIZE=16]http://www.layonaraonline.com/forums/forums/thread-view.asp?tid=30786&posts=35&start=1[/SIZE] [/FONT][SIZE=16]-          [/SIZE][SIZE=16]http://www.layonaraonline.com/forums/forums/thread-view.asp?tid=8115&posts=33&start=1[/SIZE] [/FONT][SIZE=16]-          [/SIZE][SIZE=16]http://www.layonaraonline.com/forums/forums/thread-view.asp?tid=12258&posts=40&mid=71689&highlight=powergamers&highlightmode=1&action=search#M71689[/SIZE] [/FONT][SIZE=16]-          [/SIZE][SIZE=16]http://www.layonaraonline.com/forums/forums/thread-view.asp?tid=28298&posts=30&mid=179710&highlight=levelling&highlightmode=1&action=search#M179710[/SIZE] [/FONT][SIZE=16]-          [/SIZE][SIZE=16]http://www.layonaraonline.com/forums/forums/thread-view.asp?tid=28175&posts=1&start=1[/SIZE] [/FONT][SIZE=16]-          [/SIZE][SIZE=16]http://www.layonaraonline.com/forums/forums/thread-view.asp?tid=27789&posts=12&mid=175890&highlight=levelling&highlightmode=1&action=search#M175890[/SIZE] [/FONT][SIZE=16]-          [/SIZE][SIZE=16]http://www.layonaraonline.com/forums/forums/thread-view.asp?tid=13713&posts=12&mid=80489&highlight=levelling&highlightmode=1&action=search#M80489[/SIZE] [/FONT][SIZE=16]  [/SIZE][SIZE=16]So with all the ideas presented on this issue, and the many problems players have with it, what is the appropriate course of action in order to keep everyone happy?  You’ll note in these topics linked above, that the ideas go in all directions.  Some want things to speed up, some want things to slow down, some want defined rules, some think that it all lies in the players hands, some want regulated real-time based leveling, others think time investment is the only factor.  It goes all over the place.[/SIZE][SIZE=16][SIZE=16] [/SIZE][/SIZE][/FONT][SIZE=16][SIZE=16]  [SIZE=16]In my head, if progression is a concern to the community and the founders of this world, then a few contributing aspects could be entertained.  Everything above this was pretty much collected data to present to the community.  Everything below here are ideas I’ve heard or seen elsewhere or ones I’ve hatched on my own or with a few others.  So in other words, it’s just my opinion.  While I’m sure the staff is 22 steps ahead of me on these thoughts, maybe there’s something good in here, maybe not. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Curbing the Problems with Varying Playstyle: [/SIZE][SIZE=16]  [/SIZE][SIZE=16]I’m going to address playstyle here without any real backup from any of the data above.  I was able to pick out a few examples of extremes on playstyle from the data, but it’s definitely not suitable to be posting about.  Suffice it to say that there are some individuals playing wild hours on here that level extremely slow, and some that play minimal hours that level fairly fast.  Likewise there are some that play wild hours that level quite fast.  The examples are limited, but they’re there.  Quite honestly, it’s not an intention here to point out right or wrong on that.  People play as they will and either integrate into the world or fade out, by their own hand or the community’s. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Right now, there seem to be both objective and subjective measures in place for the staff to evaluate.  LORE probably enables staff to objectively see the average real time and game time rate of progression for characters and can probably see the red flags.  GM’s can notice playstyles not in the spirit of the server and deal with it on an individual and more subjective basis. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]I don’t think anyone is ever really going to be able to define an exact playstyle where you should invest x hours towards this and x hours towards that.  In the few lessons I’ve learned, the magic rule is to add value to the world.  However you’re adding value, you’re probably doing it right.   [/SIZE][SIZE=16]  [/SIZE][SIZE=16]What I think is a deficit to the GM team is that they end up having to deal with this instead of having programs in place to define rates of progression that don’t adhere to the desirable playstyle.  This question mark also causes the playerbase to inherently distrust or be predisposed towards anyone who progresses ‘too quickly’. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Possible Solutions: [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Orb Monitor [/SIZE][/FONT][SIZE=16]      o        [/SIZE][SIZE=16]This system was successfully implemented on one gameworld I played on       o        [/SIZE][SIZE=16]An inventory item or some sort of script tracks the player xp accrual as they are out adventuring       o        [/SIZE][SIZE=16]The orb is set to turn off xp accrual after x amount of experience is gained       o        [/SIZE][SIZE=16]The clock on the orb is perpetual, so slow adventuring will never hit that cap as the time counter is progressing faster then xp accrual       o        [/SIZE][SIZE=16]The orb then tracks a period of time where xp accrual is turned off, and after x amount of time, it allows experience to be gained again.       o        [/SIZE][SIZE=16]In this particular system, the orb recognized ‘dead time’, or when the player had effectively sat in a corner to wait out the timeframe.  Thus you couldn’t just go out for lunch while the xp counter reset.       o        [/SIZE][SIZE=16]Players could continue doing whatever they felt like doing, including killing creatures, but xp would be turned off after that progression ceiling was hit.              §         [/SIZE][SIZE=16]Positives:                       ·         [/SIZE][SIZE=16]Adventures designed solely for xp accrual at the maximum rate are effectively eliminated                       ·         [/SIZE][SIZE=16]Abusive playstyles and powerleveling are mostly eliminated and the bar for what constitutes abusive is defined by the team                       ·         [/SIZE][SIZE=16]Everyone’s on the same sheet of music for what their time investment yields as a percentage, regardless of playstyle                       ·         [/SIZE][SIZE=16]The actual perception of adventure is reset, and people begin to pace for maximum enjoyment, as opposed to gain, since the benefit of ‘raging’ is no longer there.  The mentality is completely reset to do what is the most fun outside of simple experience gain.  Things tend to slow down and people play for the right reasons and in good spirit.                       ·         [/SIZE][SIZE=16]The system can make sense in a roleplayed aspect.  “I’ve been at this too long, killing the same creature over and over, I’m tired, I’m doing the same thing over and over again, I’m not learning a darn thing”.              §         [/SIZE][SIZE=16]Negatives:                       ·         [/SIZE][SIZE=16]Someone will always figure out a way to abuse this.  Such as taking a piece of chewing gum, splitting it in half after chewing it, sticking the pieces on the ‘w’ and ‘d’ keys, balancing two pencils in the gum, and weighting the keys with a leaning bag of potato chips balanced on the pencils, and having their character remain ‘moving’ as the character now runs in a circle that doesn’t allow the orb to recognize they’re away from the computer and outside mowing the lawn.  You just can’t stop people from doing exploitative things.  They get crazier and crazier.                       ·         [/SIZE][SIZE=16]Workload to implement                       ·         [/SIZE][SIZE=16]Implications of server strain with the scripts running [/SIZE][SIZE=16]Red Flagging [/SIZE][/FONT][SIZE=16]     o        [/SIZE][SIZE=16]Simply using the database already designed to calculate the xp per hour gained on each character and pinpointing abusive playstyles from this.  I’m betting it’s already done since LORE exists.             §         [/SIZE][SIZE=16]Positives:                      ·         [/SIZE][SIZE=16]Uses existing programs to monitor this.  Less work             §         [/SIZE][SIZE=16]Negatives:                      ·         [/SIZE][SIZE=16]Requires staff discussion, GM involvement and time, and the hassle of dealing with players and making judgment calls                      ·         [/SIZE][SIZE=16]The community isn’t aware of who’s doing right and wrong, so playstyle speculation continues. [/SIZE][SIZE=16] [/SIZE][SIZE=16] [/SIZE][SIZE=16]Curbing the Problems of Varying Time Investment: [/SIZE][SIZE=16]  [/SIZE][SIZE=16]There are two schools on Layonara.  One school believes that the real-time calendar should dictate a rough medium for level progression.  The other school believes that your hourly investment should dictate a rough medium for level progression.  And obviously there are those that think it’s a mix.  I’ve seen the staff lean in both directions, and this is the single greatest object of angst on PW’s that I’ve seen.  It certainly isn’t crippling in any way, but it creates angst. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]I think some rough decision should be made in one direction or the other.  Real-time or game-time.  Or at least something everyone can read to strike a balance. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]There are arguments for both. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Real-time arguments: [/SIZE][SIZE=16]-          You have character level jumps that just don’t allow enough time to settle into the world enough to make that higher level presence apparent [/SIZE][SIZE=16]-          There is no possible way to immerse a character gaining high levels within a few months as they will not have major quest-based impact [/SIZE][SIZE=16]-          Characters that don’t make their mark over an extended period of real world time won’t make enough of an impact on the generations of characters and should not be perceived as ‘epic’ or important due to level [/SIZE][SIZE=16]-          The majority of players on Layonara invest a lower number of hours to the game, and consequently the world should be geared towards a progression rate that flows with the status quo. [/SIZE][SIZE=16]-          The game calendar exists, events are changing the world on the timescale of the world calendar.  It is unrealistic and a detriment to the world to have people defying this with rapid advancement into the realm of the epic. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Game-time arguments: [/SIZE][SIZE=16]-          If I put in half my life to playing this game, I should be getting more then the person who plays one day a week. [/SIZE][SIZE=16]-          That individuals do value what they earn, and do not feel that their investment should be ‘taxed’ more to meet the status quo of those investing less.  Some individuals would compare this to ‘communism’.  Hooray for capitalism! [/SIZE][SIZE=16]-          Game mechanics allow a certain progression that defies any regulatory measure.  Even with the best playstyle and most contributing attitude ingame, the amount of experience given is far too great to play the game with any adventure given my time investment. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]I actually agree with almost all these points, which is why this topic is so riddled with confusion.  The world flow should be maintained, but at the same time there’s no way to compare these time investments.  So where to go?   [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Right now I would contend that the world is entirely game-time investment based.  There are no stoppers or blocks in place to control progression rate.  The only thing that balances towards real-time is GM action towards individuals progressing too quickly.  The problem arising here is the subjective reaction of GM’s and players.  The majority of us don’t have figures in front of us to see, nor can we see what a player is doing 100% of their time online.  What we get are soundbytes or random clips that we form our opinion off of.  A 10 minute evaluation on what a player or group of players is doing can sometimes become a basis for all opinion on that individual when coupled with a quick glance at how quickly they have leveled.  Adversely, the opposite is true.  An individual can become overly praised for that random clip and a quick glance at how slowly they’ve leveled.  I personally feel stung when a generic negative opinion is formed about me as a player due to a soundbyte or an uninformed glance at rate of progression.  Maybe a real-time-based system would keep more peace and help the world on the whole to maintain the flow of events more naturally. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Possible Real-time Based Solutions: [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Some of these ideas have been entertained by others, some seen on other servers, some I’ve hatched.  [/SIZE][SIZE=16]  [/SIZE][SIZE=16]Leveling Blocks [/SIZE][/FONT][SIZE=16]     o        [/SIZE][SIZE=16]Like we had at the epic block scale, you put massive level gaps at given level intervals, like 5, 10, 15, 20, etc.             §         [/SIZE][SIZE=16]Positives:  None that I can see             §         [/SIZE][SIZE=16]Negatives: This doesn’t really stop rate of progression by itself, and if it reverted to the GM system of passing into the next stage, it would require far too much GM work and interaction.  Very little bang for buck given the workload.[/SIZE][/FONT]
[/SIZE][/FONT]  [SIZE=16] [/SIZE][SIZE=16] [/SIZE][/FONT][/FONT][SIZE=16]Guild Based or Community  Based Progression Blocks [/SIZE][/FONT][SIZE=16]     o        [/SIZE][SIZE=16]Form logical communities of characters to pass individuals into their next stage, let’s just say level blocks of 5 for now.      o        [/SIZE][SIZE=16]The community can be made up of similarly based PC’s.  This could branch off class, race, locale, anything that ties a population together.  For example, a mages guild, or a dwarven clan, or the citizens of a given kingdom.  Any sort of logical community.      o        [/SIZE][SIZE=16]A character would be passed by that community council to advance in their training.  This could be forum based if in-game events were too difficult to organize.  That said, in-game events would be very exciting and would promote great roleplay events if these communities had rites of passage.  It would create excitement on gaining that passage, and promote a linked and healthy community.  Or a mix could occur, with lesser events or passages being a forum affair, while big jumps like level 10 to 11 or 20 to 21 could be a small event.      o        [/SIZE][SIZE=16]Ultimate oversight of this all could be GM based or WL based to confirm fair practice of this.      o        [/SIZE][SIZE=16]The decisions for rejecting or accepting passage could base on several factors, where the entire given community could see how much the player was playing, how long they’d been on the world, how they’d added value to the world, what events they’d played a role in, etc.             §         [/SIZE][SIZE=16]Positives:                     ·         [/SIZE][SIZE=16]Community building and character awareness                     ·         [/SIZE][SIZE=16]Little to no strain on GM workload once system was up and running                     ·         [/SIZE][SIZE=16]Building healthy and sustainable communities would ensure an overall workload that would not place strain on people’s game-time                     ·         [/SIZE][SIZE=16]Roleplay opportunities within these communities would add a lot of value in providing another medium to circle events around                     ·         [/SIZE][SIZE=16]Natural community opinion would keep the overall peace for the majority of the server and provide a ‘natural selection’ to a certain extent                     ·         [/SIZE][SIZE=16]The limitations on those players investing massive amounts of time into the game would be buffered by the natural desire to be a part of that given community and add value regardless of their status within            §         [/SIZE][SIZE=16]Negatives:                     ·         [/SIZE][SIZE=16]Significant shift in game for staff to implement                     ·         [/SIZE][SIZE=16]Cliques inherent of the communities                     ·         [/SIZE][SIZE=16]Unfair practices or blacklisting internal to the communities[/SIZE][/FONT]
  [SIZE=16] [/SIZE][SIZE=16]Trainer Orbs [/SIZE][/FONT][SIZE=16]     o        [/SIZE][SIZE=16]Gaining a level requires a task or event completion      o        [/SIZE][SIZE=16]The staff sets general time limits on progressing at each level.  The given example with this suggestion was from an old server, this could be adapted to meet the general goals of Layonara, or the system could be set more flexibly for evaluation by the task giver:            §         [/SIZE][SIZE=16]Levels 1-3 no limit            §         [/SIZE][SIZE=16]Levels 4-6 every 2 days            §         [/SIZE][SIZE=16]Levels 7-9 once a week            §         [/SIZE][SIZE=16]Levels 10+ once a month      o        [/SIZE][SIZE=16]Task is set by a trainer, a WL type character.  The character completes the task and gets their orb click which allows them to progress to the next level.      o        [/SIZE][SIZE=16]Trainers go to GM’s or another trainer for their progression.            §         [/SIZE][SIZE=16]Positives:                   ·         [/SIZE][SIZE=16]Tasks create roleplay opportunities and a connection with a WL type character that is entrusted by the GM team and consequently represents a model for playstyle.  That type of interaction breeds community.                   ·         [/SIZE][SIZE=16]Relatively low impact program as far as staff workload or world changes go            §         [/SIZE][SIZE=16]Negatives:                   ·         [/SIZE][SIZE=16]Reliability of trainers or their availability causing strain on those individuals in actually playing the game as they’d intended to play                   ·         [/SIZE][SIZE=16]Limited supply of trainers creates a second tier GM team which will develop the same supply/demand/oversight problems that faces all groups that oversee a general population                   ·         [/SIZE][SIZE=16]Favoritism possible [/SIZE][SIZE=16] [/SIZE][/FONT]
  [SIZE=16]Casual Player Plus-ups as per PenNPopper’s suggestion:  [/SIZE][SIZE=16]http://www.layonaraonline.com/forums/forums/thread-view.asp?tid=30786&posts=35&start=1[/SIZE] [/FONT][SIZE=16]     o        [/SIZE][SIZE=16]This system buffers casual players to keep up with status quo of server            §         [/SIZE][SIZE=16]Positives:                   ·         [/SIZE][SIZE=16]Allows casual players to maintain some progression in the world and see new things with gained levels                   ·         [/SIZE][SIZE=16]System could be adapted to meet needs of GM progression goals                   ·         [/SIZE][SIZE=16]Players that choose not to adventure often or attend quests could still progress            §         [/SIZE][SIZE=16]Negatives:                   ·         [/SIZE][SIZE=16]Automatic level gains increase rate of leveling overall in community                   ·         [/SIZE][SIZE=16]Assumption of the rule that playtime investment does not speak to aptitude towards roleplay or value added to the server                   ·         [/SIZE][SIZE=16]Community backlash for not making fair consideration to player investment                   ·         [/SIZE][SIZE=16]GM workload                   ·         [/SIZE][SIZE=16]As per Pankoki’s response in that post[/SIZE][/FONT]
  [SIZE=16] [/SIZE][SIZE=16]Rules [/SIZE][/FONT][SIZE=16]     o        [/SIZE][SIZE=16]The Layonara Team defines exact timelines expected for level advancement for each level bracket.  These timelines are based on real world time, so that x number of days must pass during x to y level progression.            §         [/SIZE][SIZE=16]Positives                   ·         [/SIZE][SIZE=16]World flow is maintained                   ·         [/SIZE][SIZE=16]Everyone’s on the same sheet of music and no opinions can be formed based on leveling            §         [/SIZE][SIZE=16]Negatives                   ·         [/SIZE][SIZE=16]System integration and workload of moderation                   ·         [/SIZE][SIZE=16]Possible backlash or loss of interest due to lack of return on investment for varying playtimes.  That said, there could be a flex-plan associated with this that would track character playtimes via the LORE DB and provide some sort of equation that would allow for some degree of time advancement based on a player time investment above the status quo. [/SIZE][SIZE=16] [/SIZE][/FONT]
[/FONT][SIZE=16][SIZE=16]  [SIZE=16]Anyhow, hopefully I did justice to people who’d provided suggestions in the past on this topic.  Moreover, hopefully the data at the top here provided some insight into the major differences in how much people play this game.  It’s important to know so that conclusions aren’t jumped to. [/SIZE][SIZE=16]  [/SIZE][SIZE=16]And lastly, I truly hope this was productive.  I know the staff and GM team is miles ahead of me with ideas like these, but the original intent was community awareness so we can maintain the big happy family atmosphere that Layonara has done a great job maintaining. [/SIZE][SIZE=16]  Fun fun, and thanks for reading.[/SIZE]
[/SIZE]
[/SIZE]
[/SIZE][/SIZE][/FONT][/FONT]

946
General Discussion / Stuck on a Cliff
« on: October 17, 2006, 11:22:44 pm »
Tried all my tricks... that tileset just won't me bounce off the hill.

On west.  Character Ketilbjorn.

Thanks in advance for the help.

947
NWN Ideas, Suggestions, Requests / Haste Modification
« on: October 17, 2006, 11:40:04 am »
Ever thinking about taking old rulesets and applying them on this spell?

I don't remember the exact rules I'm referring too, but it was something like this.  After the effects of haste wore off the person would have a str,dex,con deficit, something like -2 to each.

The reason I mention this is because haste seems too easy these days in large groups.  Extra attack at full AB and +4 dodge AC does a lot.  And increased movement rate actually permits a relatively death-free experience as most monsters can be outrun.  So here's an idea at least:

Haste:
- Gives same effects as always
- Applies a restorable -2 STR, -2 CON, -2 DEX, and -20% movement rate for 1 turn after wearing off
- Empowering the spell negates the negative effects

This would lessen the extended mass haste effect a bit and add a bit of thought process and flavor maybe...

Again, just an idea.

948
NWN Ideas, Suggestions, Requests / Velensk Arena
« on: October 16, 2006, 11:04:13 am »
I haven't been in the arena for a while now, so excuse me if this is outdated.

It'd be nice to have a corner, or corners, built into the arena so that non-SD-phasing rogues can use their tricks.  (A large pillar or wall segment in a corner or corners of the arena pen)This is useful with pen's ideas for combat training schools, it enhances the opportunity for things to teach outside of 'Let's charge hasted and spam f1 IKD'.  It also supplies opportunities for melees to fight a caster with some semblance of a chance in combat.

Anything that casts a shadow, most often a tile pillar or wall segment would do the trick (I find placeables to not cast shadows most of the time).

This, of course, can be abused in a true PvP situation by cornersneaking over and over again, but that's on the long list of unbalanced or abusive opportunities to the myriad skills, classes, spells, or feats the game offers in PvP scenarios.  And it's at the bottom of that list I'd contend.  Regardless, true duels set rules.

That and the main idea here is RP enhancement to offer more combat situations and flavor to the arena.

Anyhow, just an idea.

949
General Discussion / Help with lag testing
« on: October 04, 2006, 02:19:38 pm »
Bear in mind my relative ignorance to technical computer things.

I was getting pretty impressive lag spikes today on both central and east.  They lasted around 10-30+ seconds.  I've spoken to two others in the past two days that have experienced the same thing.

My modem wasn't doing any strange blinking things.

My internet connection wasn't impaired at all.  I did some connection speed tests and some ping tests and they all looked normal for a cable modem.  I did a trace test to east.layonara.com and nothing was wrong there.  Bear in mind I was just trying whatever tests I could find on google... I have little idea as to what they prove.

Direct connecting outside of gamespy didn't yield any improvement.

What I'm wondering is how and what I should be testing to see what is causing this, especially in the case of my ISP failing in some way.  Outside of NWN everything seems to be functioning fine.  That and determining what I can be doing possibly to alleviate it.

This is not a chronic problem, I was just wondering how to narrow down the cause.

950
NWN Ideas, Suggestions, Requests / Tileset Recommendation
« on: October 03, 2006, 10:27:56 am »
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=6417

With the new version coming online with a wider range of climes, and the fact that we have an ever-temperature decreasing world, I highly recommend this tileset.  It's not *that* big a hak addition, and I've found the only hak conflicts to be elven city tile doors.  SS Netherwind is nice as well, but not as clean and just far too gigantic in scope.

You put the old Icewind Dale music on this and it's an absolutely fantastic atmosphere.

Anyhow, just an idea.

951
LORE Ideas, Suggestions and Requests / Lorekeeping
« on: September 30, 2006, 08:52:28 pm »
[SIZE=18]Lorekeepers [/SIZE] [SIZE=13]Basic Idea: To allow a player interface to record, in the annals of Layonara History, the occurances of every quest they participate in. This interface is set up to match a structure defined by the GM Team and be readily converted into a standard format.  Level of Effort: For the upcoming new version of Layonara in whatever format it comes.  Additional Points: - GM/ Moderator interface to readily transfer the approved histories into an in-game library format. - Player status reward as 'Lorekeeper' when they achieve a certain number of titles, or historical entries, into the system. This shows desire to directly help the team in the development of Layonara's history keeping, and in a community like this, will gather respect without tangible in game reward. - The first approved entry for the closure of that quest would mark the only entry for that point in history, and that would substantiate the player's lorekeeper checkmark.  I always wanted a system like this on my smaller projects but never achieved it. The basic idea was to create a usable library, for new players especially, to research all the great happenings of the past. This would use a standard format that would maintain consistency in roleplay and writing.   The purpose of this is to relieve the extraordinary strain on writers focused on things such as the player handbook or historical forum entries constantly needing updating as the world progresses. The initiative of the players participating is rewarded logically, by making them a lorekeeper of Layonara. The actual impact of this title can vary in how this idea is implemented: - The most ideal interface could use mechanics similar to messenger birds, where the player would input a history in the Lorekeepers forum. The moderators of this system would then proof it, demand applicable fixes, and then check it off for inclusion into the system. This would then get launched into the in-game library, hopefully in a manner that was not a server burden. This library would have annals upon annals, hopefully organized chronologically on bookshelves, or whatever means the dev team figured out how to implement the data. I have to tell you though, some sort of annal system would be awesome. - Another interface would use a special bracket of the forums, similar to CDTs, only set up for an organized chronological format with a bit of flair hopefully. Submission, approval, entry into the actual historical annals. The benefit of this means of implementation is that it won't involve data transfer into the mod. Though it would require it's own page, probably outside of the forums, to really bring attention to the World's lore.  After time, let's say another 4-5 years of Layonara online, these histories become huge. Want to research the rise and fall of Eon as the players directly saw it in GM quests? Search the great library. It would have a significant impact on the history building of this world.  The means of doing this right now is using the LORE system, guys like Ed writing it all up, or through CDT entries. CDT entries are private affairs really, and are not organized in a manner to allow players to 'peruse' the histories. LORE, and Ed... these are means that put additional strain on the Layo Team and ultimately never develop fully in the detail these major occurances could be documented. With all the balls the team is constantly juggling, using a system that encourages player initiativewhile retaining GM oversight really develops more possibility in that area.[/SIZE]

952
General Discussion / Folks, Heads Up
« on: September 19, 2006, 04:23:28 pm »
This is make sure folks hear before they get onery about "I lost this or that" because of world persistancy not grabbing:

http://www.layonaraonline.com/forums/forums/thread-view.asp?tid=30262&posts=1&start=1
http://www.layonaraonline.com/forums/forums/thread-view.asp?tid=30261&posts=3&start=1


Don't get upset about losing that 43 gold, I'm assuming it's a known problem to the staff and that they're working on it.  I'm sure they had their hands full with the equipment upgrades/ changes and this just sorta happened.  Either that or they decided to stop that darn levelling once and for all!  ;)

Cool.  Should be fun in there regardless!

953
General Discussion / Playtime
« on: September 16, 2006, 10:50:12 pm »
Deep thoughts, with Chongo.  Part 1.


We all consider the implications of how much time we spend on this game, some of us in casual reference, some of us in full out internal battles.


So... what do you wish you'd be making of your life with the time otherwise spent on Neverwinter Nights?


I personally feel that if I took all the time here and spent it solely on banjo playing... I'd be playing on the bluegrass stations on XM or Sirius with some degree of national applause.  That said.. I've never tried playing the banjo, and I'm often overconfident with things I know nothing about.

954
General Discussion / New Loot Alarm System
« on: September 15, 2006, 11:46:19 am »
Just wanted to say great job.  The color differences really make the item grab noticable and I think the new system serves to keep the peace amongst players as well as share the excitement of a drop amongst the entire party when it happens.

955
General Discussion / Dwarven PC's Look Here
« on: September 02, 2006, 11:58:03 am »
This is posted here as it's the most frequented forum.  We can move it appropriately once it's gotten the appropriate notice.

I pitched something like a dwarven warparty to Kobal and Varka a while back and they thought we didn't have enough gravity or population to get one going.

I have a couple of ideas, as I'm sure many of you would, that I'd like to get in discussion elsewhere once it's established how many dwarves there actually are that have the financial feasability to get something unique brewing.  More important then that, the general motivation.

So, if you guys don't mind:
1) Name
2) Timezone you most frequently *play* in (not live in as the nightowls are many)
3) Amount of playtime per day generally
4) Interest in getting something going

Ex.
1) Ketil
2) I play early afternoons (1200-1800) EST and super nightowl (0030-0530) EST
3) Hours and hours
4) Enough to spend hours and hours getting things rolling

956
Trade and Market Hall / Svadi's Shelves
« on: August 24, 2006, 08:09:14 pm »
[SIZE=18]Svadi's Shelves: 248 Haft Lake[/SIZE][/U][/b]
[SIZE=10]*This parchment is hung in most of the major cities on Dregar, Rilaraand Mistone and was clearly done professionally by someone brighter then Mr. Svadi. It is written in colored inks on a thick white parchment and tacked higher on the door entries then a dwarf could reach. The text reads illustrative descriptions of the items, oftentimes exaggerating a good bit on their capabilities.*[/SIZE]
[SIZE=13][SIZE=13]
[SIZE=13]OOC Information[/SIZE]
[SIZE=13]Armors, Shields, Helmetsand Robes:[/SIZE]
[SIZE=13]Cobalt Chain Shirt: +2 AC, 5/+2 DR, Parry +3 68,000 Gold[/SIZE]
[SIZE=13]PlatinumChain Shirt: +2 AC,Parry +3 8,000 Gold[/SIZE]
[SIZE=13]Lesser Mages Armor: +1 AC, +1 Lore, +2 Spellcraft 1200 Gold[/SIZE]
[SIZE=13]Lesser Ladies Gift: +1 AC, +2 Spellcraft, Lore, Heal, and Concentration 1800 Gold[/SIZE]
[SIZE=13]Robes of Resistance (Fire, Acid or Lightning): 10/- DR 800 Gold[/SIZE]
[SIZE=13]The Noisemaker: +4 vs. Fear, -1 Reflex, Concentration 500 Gold[/SIZE]
[SIZE=13]Dragonskin Bucklers: +1 AC, No Arcane Spell Failure (+5%) 5000 Gold[/SIZE]
[SIZE=13][SIZE=13]
[SIZE=13]Weapons:[/SIZE]
Mithril Heavy Mace: +3 60,000 Gold
Adamantium Battleaxe: +2 14,000Gold
Ketil's Battle Axe of Destruction: +2, 1d6 acid, 1d4 bludgeoning 70,000 Gold
Adamantium Kukri: +2 15,000 Gold
Adamantium Maul: +2 15,000 Gold
Adamantium Two Bladed Sword: +2 15,000 Gold
Iron Lightning Scimitar: +1, 1d6 Lightning Damage 7000 Gold
Greatsword: +1, +3 vs. Monstrous 3500 Gold
Lesser Flight of Fancy Longbow: +2 Attack vs. Humans and Dwarves, Bonus Feat: Alertness 1000 Gold
Cowards Blade Short Swords: +1, Expeditious Retreat 1/day 1200 Gold
The Adler Whip: +1, OnHit Confusion DC 20 3600 Gold
Bloody Lash Whip: OnHit Wounding, DC 16 1000 Gold
[SIZE=13][SIZE=13]
[SIZE=13]Boots, Gloves, Belts and Cloaks:[/SIZE]
Yellow Boots: +3 AC vs. Giants, +3 AC vs. Elementals, +2 AC vs. Goblinoids 13,000 Gold
Boots of the Militia: +1 CON, +1 Fortitude, +1 Will 9,000 Gold
Gloves of the Scouts: +1 DEX, +2 Many Skills 7,000 Gold
Boots of Striding: +1 CON 2400 Gold
Belt of Acquisition: +1 DEX, +4 Pick Pocket, Expeditious Retreat 1/day 6000 Gold
Utility Belt: -2 WIS, -8 Hide/ Move Silently, -2 Listen, +1 DEX, +5 Set TRap, Open Lock, Disable Trap 8000 Gold
Bracers of the Scout: +1 DEX, Darkness 1/day, Camoflauge 2 Uses 8500 Gold
Gloves of Fury: +1 STR 2100 Gold
Parasol of Shock Redirection: Umbrella, 50% Lightning DR 8000 Gold
[SIZE=13][SIZE=13]
[SIZE=13]Jewelry, Minerals,and Gems:[/SIZE][SIZE=13][/SIZE]
Ring of Endurance: +1 CON 1900 Gold
Black Feather Necklace: Spell Immunity: Darkness 5,000 Gold
Lightning Ring: +2 Saving Throw vs. Lightning, 10/- DR vs. Lightning 1000 Gold
[SIZE=13][SIZE=13]
[SIZE=13]The Bookcases:[/SIZE]
[SIZE=10]In many cases several copies are available.[/SIZE]
Paladin's Primer: Aura of Glory 5 uses, Bless Weapon 3 uses, Prayer 2 uses 2100 Gold
Fooled You: Displacement 3 uses, Improved Invisibility 5 uses, Silence 2 uses 2300 Gold
Dissertations on Divination: Clairvoyance 5 uses, Find Traps 3 uses, Identify 2 uses 2000 Gold
To Be or not to Become: Fox's Cunning 5 uses, Keen 5 uses, Slow 2 uses 2100 Gold
Seeing the Forest through the Trees: Invisibility Purge 2 uses, Mass Camo 5 uses, One w/ Land 3 uses 2200 Gold
[/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT]

957
Trade and Market Hall / Cobalt Chain Shirts
« on: June 25, 2006, 01:44:09 pm »
*Ketil walks into the best smithy in Layonara and asks it's armor crafters*

Ahm wunnerin' wha' tese do fer ye an' 'ow 'ard tey are te wear an' balance roigh'.  'tanks.


//stats and lvl req for the 4/4 chain shirt/ scale mail?

958
General Discussion / Okay!
« on: June 25, 2006, 12:05:44 pm »
So let's tally up the DT count on the final quests!  Based off Nature's Defense I'd say we may have set some quest records or at least come close!  Hoooooorah.



1 here.
To a mean mother Erinyes Elite.
On hit stun!  Not fair!  5 will!

959
Great job Aragwen.  Great teamwork to everyone else.

960
General Discussion / World Leaders
« on: May 28, 2006, 09:22:12 pm »
Didn't want to litter the announcement on this with discussion, so here's the general purpose of this topic:

-  What are the current thoughts, specifically from the core GM Team, on character types that bear no role as being a world leader?

Important things to remember in this discussion folks should you want to throw your 2 cents:

- This is meant as a friendly discussion only to clear up the overall concept of the world leader as it may prevent any misinterpretations of this new aspect of Layo.  There is nothing controversial about it. :)

Let me throw out an example of Eight Bit's character Key.  The salty, angry loner.  Now I know that in the past I've played characters like this, perhaps not as well, that really don't fit the profile of any sort of worldly recognition.  Or the silent ranger that wanders the land, bringing atmosphere to the environment for other players (what I deem successful gameplay), but never act in facilitation of anything.  The character you love to see around, though you know will never be in the foreground.

Now I've read through the explanation of what constitutes the world leader, and perhaps a few quotes on it could be pulled to answer this, but I think I'd like to hear what level of facilitation is expected.  From how I understood it, certain very successful atmospheric character types may be better off grinding through as opposed to taking status, in order to maintain their intended roleplay and general level of public awareness.

Fun fun.  ;)

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