V5 Teasers Discussion
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@Alice:
Not that all the 4th edition stuff was terrible, the idea of the elemental lords being something different from the other gods was a nice idea for example
That's been true in CoA for years actually. Even before 4th Edition Realms was released, as a DM, I'd always been running with Ed Greenwood's idea of the "Lost Gods" who he often described as the Forgotten Realms version of Greek Titans.
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My question was purely about 4th Eds Lore changes. What I expect will effect Arabel more is the changes to certain Gods (Helm is dead, Azuth is dead and replaced by awesome Asmodeous, Gruumish is Talos, Mulhrondi Gods are all dead ect.) and the political climate around Cormyr (Sembia is a lose collection of city-states vassalised by the new Netheril Empire based out of the City of Shade, Cormyr threatened on all sides, upheaval across the lands. Arabel smack bang in the middle.) All this however, is due to the Spellplague. With the timeframe for V4 appearing to be Post-Spellplague, I personally think some changes are necessary and would make for a more cohesive experience for newer players.
In my opinion, I think establishing where Arabel stands in relation to the Realms as a whole will benefit the server and its players. Many times players have had their characters come from such and such land and wonder why another person is saying that such-and-such land is destroyed or they make remarks that completely contradict another Characters statements. It's difficult at times to keep in character when people are all looking at different sources from different campaigns.
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@Broken:
My question was purely about 4th Eds Lore changes. What I expect will effect Arabel more is the changes to certain Gods (Helm is dead, Azuth is dead and replaced by awesome Asmodeous, Gruumish is Talos, Mulhrondi Gods are all dead ect.) and the political climate around Cormyr (Sembia is a lose collection of city-states vassalised by the new Netheril Empire based out of the City of Shade, Cormyr threatened on all sides, upheaval across the lands. Arabel smack bang in the middle.) All this however, is due to the Spellplague. With the timeframe for V4 appearing to be Post-Spellplague, I personally think some changes are necessary and would make for a more cohesive experience for newer players.
In my opinion, I think establishing where Arabel stands in relation to the Realms as a whole will benefit the server and its players. Many times players have had their characters come from such and such land and wonder why another person is saying that such-and-such land is destroyed or they make remarks that completely contradict another Characters statements. It's difficult at times to keep in character when people are all looking at different sources from different campaigns.
As I said, that is probably a good topic to bring up, but perhaps in another thread all its own! Its not yet on the DM radar. Granted, it WILL be, but not likely until we are further along than we are now. I know it'd be great to hear the thoughts of players on it.
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As I said, that is probably a good topic to bring up, but perhaps in another thread all its own! Its not yet on the DM radar. Granted, it WILL be, but not likely until we are further along than we are now. I know it'd be great to hear the thoughts of players on it.
Oh, my reply was to Alice. No intention of derailing.
One more question though, how will the module be used to accomidate a smaller playerbase than say, two years ago? Will we be looking at a cut in unnecessary areas and towns?
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@Broken:
As I said, that is probably a good topic to bring up, but perhaps in another thread all its own! Its not yet on the DM radar. Granted, it WILL be, but not likely until we are further along than we are now. I know it'd be great to hear the thoughts of players on it.
Oh, my reply was to Alice. No intention of derailing.
One more question though, how will the module be used to accomidate a smaller playerbase than say, two years ago? Will we be looking at a cut in unnecessary areas and towns?
Absolutely.
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Will v5 feature a more robust crafting system? v4's crafting options are currently limited as it is.
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Will v5 feature a more robust crafting system? v4's crafting options are currently limited as it is.
Not sure what is in v4 anymore. How is it limited?
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Occasio trees and leatherworking are the only two crafting options available currently to my knowledge. There has been talk of adding blacksmithing again in the future but not much else.
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I'll have to get back to you on crafting.
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Ok thanks :)
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with regards crafting, the socketable system seems a great thing but not expanded to its completion.
I know the plan was to keep it as simple as possible, but actually having the craft armour/weapon/trap skill have a bearing on it would make there a difference between pcs that chose to invest in these skills and everyone else.
Maybe the skill might be able to either reduce cost, or possibly mitigate the negative effects of flawed and crippled gems to some degree?
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watch over the prisoners consigned to the Pit.
Do I sense a bit of gladiator making its way into v5? :wink:
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A few question from a new player.
1. Any chance there will be other ways to gain XP for those who don't feel like grinding the same autoquests every day? Will exploration and roleplay become viable XP-wise even when DMs are not around?
2. Will there be any new overrides and haks? More new classes maybe?
3. You mentioned that the average character level on the server will stay the same, but it will become more magical. Does it mean that magic items will become more powerful? Or that the city will be ridden by more magical creatures and events? Or something else?
4. What will be the most significant changes in gameplay? -
The hak looks so beautiful….
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HAKS. YES. JOY.
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A few question from a new player.
1. Any chance there will be other ways to gain XP for those who don't feel like grinding the same autoquests every day? Will exploration and roleplay become viable XP-wise even when DMs are not around?
2. Will there be any new overrides and haks? More new classes maybe?
3. You mentioned that the average character level on the server will stay the same, but it will become more magical. Does it mean that magic items will become more powerful? Or that the city will be ridden by more magical creatures and events? Or something else?
4. What will be the most significant changes in gameplay?1). Exploration will be more rewarding in terms of XP and loot.
2). Yes on haks and overrides. New classes are not likely.
3). Magic level will stay the same. The "fantasy" level will become a little higher. These terms mean different things from a design stand-point. Lord of the Rings was low magic, high fantasy for example.
4). Gameplay, its still NWN. So I'm not sure I follow that question.
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Oh hell, I don't like HAKs but that sure isn't going to stop me from making a kickass roleplayed dude to explore the new and improved CoA! Time jumps are always exciting and a big change is just what CoA needed.
I can't wait to get tells complaining about unfair PVP!
;)
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You said that there is currently a hak running in the module at the moment?
i was wondering then if that is what was causing me to crash more than i have ever done previously. also it occurs in a screen freezes and NWN is utterly unresponsive, mouse doesn't even move, rather than a connection lost sort of way.
any one else finding this occurs?
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2). Yes on haks and overrides. New classes are not likely.
At first i was skeptical about the haks, because those usually are harmful for new player influx. But when i learned you'll still be able to log in without haks and have a feel of the server.. Wow! that's brilliant, team.
I've only one further question - how heavy will they be on older, weaker rigs like my old laptop? Will the lag increase?4). Gameplay, its still NWN. So I'm not sure I follow that question.
Ah.. Sorry it was kind of a trick question. Was just curious what you thought was the most significant change between the module versions. The most significant differences as experienced by players.
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Allow me interject here on a couple of these.
@cadiz_stoker:
You said that there is currently a hak running in the module at the moment?
i was wondering then if that is what was causing me to crash more than i have ever done previously. also it occurs in a screen freezes and NWN is utterly unresponsive, mouse doesn't even move, rather than a connection lost sort of way.
any one else finding this occurs?
I don't see how they could be affecting you.
The haks are "hidden" from all players presently.
As in no data (custom content) from the server side is being sent to players at all.I've only one further question - how heavy will they be on older, weaker rigs like my old laptop? Will the lag increase?
I've found that my old vintage Vaio (2006) with the atrocious on-board, shared memory, video chip runs neither significantly slower nor markedly faster for that matter, than it usually does when loading stock content.
Your mileage may vary, of course.