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Messages - nr

#1
Suggestions Archive / Reflection on CD
Nov 24, 2022, 07:42 AM
I mean, the town square /is/ a classic place to meet, or the tavern. Social hubs. As is, plenty of folks opt to get the daily xp running dungeons or whatnot, I, personally, think the last thing that system needs is more limitations upon it. Its current incarnation is pretty good, it rewards action, or more fluid conversation, or walking, at a brisk pace. Putting people out of the city, and forcing them to find rp elsewhere, will not necessarily create rp elsewhere, what it will most certainly do is create a bottleneck over certain dungeons, and have people commenting once more on how there needs to be more content at specific level ranges. 
#2
Suggestions Archive / Devastating Critical
Aug 30, 2022, 11:38 AM
As a counter to what was said above; In the vast majority of events I've played, you kill the big bad, when you're supposed to kill the big bad. Often they are plotted, or quickly healed, so  they don't vaporize quickly - which makes sense, no dm wants their final, meaningful, encounter to fall to pieces in an instant. When my melee carries a timestop scroll, its not because I actually have the thought that he'll drop the villain using it, the real game with friends, is to catch the dm out as they hit that heal ;p A game within a game. Secondly, you're going to see a lot more baddies with /lower/ ac and massive hp pools, than you are with massive ac and lower hp, because a lot of them are designed so that, yes,  unoptimized AB builds can plonk at them and feel they contribute, which again, is entirely reasonable - nobody wants to be a non-participant in an event.

And the argument that you can put through more damage straight through DR with a high multiplier is somewhat overblown, I mean, lets just think about that for a moment - even if the DR is from a non-shield source (where a spam of scimitar crits is probably going to diminish the shield real quick outright), even if the damage is from /immunity/ %, well, the dev crit damage type tends to go through DR regardless. So, as long as you're reliably critting, you're going through DR, regularly. 

The advantage of a scimitar-like weapon is a constant stream of 'good' damage, the advantage of a mercurial weapon is a relatively massive burst of damage more rarely; And the best place for that, in a setting where you aren't insta-gibbing bosses, or important baddies, is in PVP where it becomes impossible to predict to heal around an unpredictable burst of high damage than a constant, lower, figure - which is something you're just not going to see here.

All of that said, when this was discussed before, I believe Vince had said that it was done this way, because doing it any other would be too difficult, or time consuming, or just impossible - because ideas like the crit-based on multiplier were floated when Dev was initially altered; It's just easier to build around it. Personally, I started moving to higher range weapons on my builds that hit what I considered to be a very high ab, and on the others I float to higher multiplier (which might be a good idea if superb dispelling comes into play more) - play higher multiplier if you like to see higher numbers floating over heads, sometimes its a feel good thing. Use them because of that once-in-awhile situation where your friends have dealt enough AOE damage that you can fluke great cleave through a host of mid-hp baddies and make a story about it. Or just use them because they look cooler, because they mostly do. 



#3
I would personally rank barbarian as the last martial class that needs anything else given to it, at a certain point. Multiclass. Weaponmaster, I kinda get, but really the same thing should apply there, imo. 
#4
I know the server, has in the past gone through multiple systems of levelling;  When I initially played, you began requiring roleplay xp much earlier and there was no daily fairy - you maybe, got xp if a dm happened to see you, and you were in the square when they were there - I think I reached about level thirteen or fourteen in about a year, and of that xp a marginal fraction was from any source other than the occasion, scarce, event.  I know at one point, they went the other route, and let people reach sixteen, before there was an xp requirement, and people literally flew threw levels. What you see now, is probably the best compromise, for what folks want to achieve - a paced levelling experience, where high levels are still readily achievable, where the bottlenecks are temporary and relatively few, and surely not as much of a halt to progression as some of what came before.  I'm saying all of that, because, having experienced what came before, this is a 10/10, would play again, A+, #1, delight of a gaming experience, and that will colour my opinions.



  "RP XP" does not encourage RP

If someone doesn't feel like roleplaying, there is no system that will encourage them to roleplay; You could entirely pull the system, and it would create no more rp for its absence. What it does do is slow progression and encourage you to interact with other people on some level; Sure, you could wander around exploring, random kill mobs endlessly for two and a half hours and burn your ticks down, but its just as much a encouragement to take time to create narratives, build relationships, with other characters - so you do have more reasons to involve yourself in plots and all of those other things that are intended as the primary form of character advancement.



   It discourages activity

I would argue it is a social server, in the sense that you're intended to socialize (although, hey, burn down those xp ticks any way you like). To me, characterizing a slowed pace of advancement tied to 'time in', or getting involved in storylines, as a social server would be a lot like comparing the server you describe as being an action server. Honestly, its probably more complex than that. I would say, the system discourages activity, if the activity you primarily enjoy is whapping things, which is fine, but at the same time the server admins have time and time again said that the server's primary method of advancement /is/ events, storyline involvement, all of that, and not whapping things.



   It severely restricts creating new characters

There are people on the server, that I swear have 30+ character vaults, as interest comes and goes; I have quite a few myself, I always tend to come back to the same few as my interests change, or the people I'm playing with dabble in their own ideas; The system, will slow you down if your intent is to grind out a ton of alts, when you have a few free days here or there, but from my perspective thats not necessarily a bad thing.



   It limits players' ability to create storylines

I'm more than happy to be corrected here, but in part I think the system is there to /discourage/ that kinda thing; Rolling throwaway villains, intended to foil pcs as you hop between six different narratives on other characters; Really, that supposed to be the domain of dm's here. Also, what you describe, would actually create an environment where people wouldn't even really consider the consequences associated with conflict - because you can just  grind up another character.  Here, if you're at odds with a player, there is the incentive to treat the scenario with the respect it deserves - because absolutely everyone has invested a great deal of time and effort into our shared storylines.



    It splits already small playerbase

I feel that, but there will always be a division among players, if the system divided the players between those that had the time to sit down and dungeon grind to 30, and those that preferred social interaction in the square? There would /still/ be a divide. Its actually why so many people roll alts, so they can travel with people, as well as do the square interaction thing. There is just no perfect system for what you're describing, aside from a shorter, fixed, level range. I don't want to sound dismissive, but to me this is just a case of 'it is, what it is'.



   It puts unfair and unnecessary stress on both players and DMs

The dm's here, generally sign up because they /want/ to run events, run content, murder player's beloved characters, and the number of them seem to keep growing, so I wouldn't consider that particularly a concern. Regarding the weight put on players, the daily log-in, the feeling that you need to sign up in events, I'd argue theres probably a like number of players who would be stressed by the thought that they have to run the lava goblins, again, and again, and again, to catch up to their friends who have been powering through it relentlessly and chasing ahead. In both systems, the source of stress is largely self-inflicted. At high levels, you miss a week of xp ticks? Big deal. I lost a month and change around the time of a surgery, but to be honest once you hit epics, you get used to being parked in a certain level range for longer periods, and your friends ability to outpace you is somewhat tempered by increasing requirements of rpxp. They will never fly that far ahead of you, unless you're fond of long vacations.



   In the end of the day, this is just a game and it should be easy to approach and fun

This is very subjective, for some people the pace of levelling as is, probably seems atrociously fast, for those people - being forced to interact in a setting where the people they rp'd with yesterday are suddenly master swordsmen a week later, might be unfun, or jarring, or knock them from the setting. There is no system, that will be ideal for everyone, and so CD has gone a fairly middle of the road approach with a mixture of combat xp, time in, and participation rewards. Does everyone adore the particular split of that mix? Of course not, but the same would be said any way they cut it - it certainly seems to be the system, that provides the most fun, for the most people though.

#5
General Discussion / Easter Egg Hunt
Apr 03, 2021, 06:21 PM
Mourn Blackcrown - Tower of Ruin
#6
Suggestions Archive / Feats
Jan 30, 2020, 04:51 PM
Casters seem to get a lot of love of this server, I'd like to request a bit of love for higher level fighters, especially in regards to some specialized feats - another server I dabbled on briefly had greater weapon focus and greater weapon specialization (both which require more than a handful of fighter levels in terms of investment, I think 8 and 12 respectively); Feats like that would give a bit of oomph to the fighter class - and also encourage more than 4-6 levels in it.