Improving player numbers.
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Red Scarf=was killed not by the DMs but by players
Houses=will not work, characters do not last long enough to support one, and the exclusion of other characters because of locked doors is a problem already. houses would make it worse.
players metagaming longer term characters, a problem and i have encountered it, i have said nothing about it till now, i do not care, but if it happens to someone else it could be a issue
i have already suggested what would make me spend more time time in the server, and like attracts like, the more time someone spends on the server, the more time others will spend. As i said, if i have resources, i will seek out characters to help and allie with, without them, i do not care
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I think in shorter terminology, the problem I'm seeing boils down to; the setting should be easier for players to make an impact in.
I should not have to have an infographic to explain how to change the setting.
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I see there's a really big discussion happening here and I don't want to just barge in but I'm just gonna drop my two cents as a player who repeatedly tried to get into Arabel you end up making new characters & concepts and the levels 1 to 3 are horribly boring and repetitive and if you die during them you probably even have to wait for a reset. It's not because the quests are stupid (though the bats & picking up meat is simply boring) it's simply the gameplay of levels 1-3 that is boring by itself. Please allow a level 3 starting alternative or something that'd at least help a bit. You end up doing level 1-2 alone likely anyway and questing alone involves no RP.
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I see no harm to this, if it helps numbers.
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I see there's a really big discussion happening here and I don't want to just barge in but I'm just gonna drop my two cents as a player who repeatedly tried to get into Arabel you end up making new characters & concepts and the levels 1 to 3 are horribly boring and repetitive and if you die during them you probably even have to wait for a reset. It's not because the quests are stupid (though the bats & picking up meat is simply boring) it's simply the gameplay of levels 1-3 that is boring by itself. Please allow a level 3 starting alternative or something that'd at least help a bit. You end up doing level 1-2 alone likely anyway and questing alone involves no RP.
I have been saying this for years
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I'd support starting at level 2 or 3 myself.
Since you can't really do the 1 to 2s with a party so it discourages RP.
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Levels 1-3 are a solo grind and EVERYONE does it that way. I'd support this.
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I don't even consider 1-3 'real'. It's where you build up your character to fit your idea of them, something you punch through as quickly as possible to get to the fun.
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1-3 is pretty much just a couple hour quest grind. I see very few players care, nor take it seriously. Starting at level 3 might just be a better solution.
I'd like to see an 'xp per tick' system put into place. Say 25-50 xp per I.G hour, that would apply up to a certain cap. (Say level 6, or 7). This means that players that don't enjoy questing could still be leveled enough via time spent in game that they are able to contribute when they wish.
XP refunds from dying might also be a good mechanic to encourage player retention. A system whereby 50% of lost exp is refunded over time as a small XP tick per hour. If you are doling out say.. 50 xp every eight minutes, it means that a character who lost 10,000 xp as a result of death will still take at least twenty six hours and thirty eight minutes of Real Life time to recover it. What the advantage is to this system really, would be that it would encourage player who just respawned to continue to interact with the server, rather then log out in a huff.
What these changes would ultimately do is allow players who die more frequently and have more trouble leveling to keep up with those who do not, which is a debate that has been brought up before.
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You don't have to do the 1 to 2s if you have a party in the first place and it is good to have around in order to have some time to get a feel for the character.
I think starting at level one is just fine. There is a need to have a clear way to interact and have returning/new players get a good familiarity with Arabel WHILE HAVING A WAY TO ESTABLISH THEIR CHARACTER IN A MEANINGFUL, ENTERTAINING, AND USEFUL WAY.
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Agreed. For many years I would run ALTS solely for the purpose of helping newbies level up the first few levels, introducing them to RP, talking them through our systems, because I realised that starting up is the worst thing. The current server setup is still geared towards having larger numbers and having people to constantly quest with, especially at low levels. Arabel needs to pivot their low level strategy because times have changed. I advocate a level 3 start as well, or alternately, a massive XP boost level 1-3, so that people can really jump fast to level 3.
I also like dagonlives suggestion of reclaiming lost exp through XP ticks. SO you don't "gain" new XP, but reclaim old ones. But that also brings back the bogeyman of meaningless death.
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@TRASH:
You don't have to do the 1 to 2s if you have a party in the first place and it is good to have around in order to have some time to get a feel for the character.
I think starting at level one is just fine. There is a need to have a clear way to interact and have returning/new players get a good familiarity with Arabel WHILE HAVING A WAY TO ESTABLISH THEIR CHARACTER IN A MEANINGFUL, ENTERTAINING, AND USEFUL WAY.
problem is that there are often no 1-5s around to take you on a party. You need some way to get to 3 so you can go on most other quests with others.
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Ideally there would be like ten or so quests you do when starting a new character, You choose one of them, completing it takes you to level 3, and gives you a background, plus a "perk" based on that background quest you chose.
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Getcher junk up on here. Or is there a reason CoA's not up here that I'm not aware of?
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CoA is on the list of NwN1 :) never seen that list before, thanks for sharing
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315 players online. 120 of which are on Sinfar.
Basically, half of NWN is getting something the other half isnt.
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315 players online. 120 of which are on Sinfar.
Basically, half of NWN is getting something the other half isnt.
Is it sexual content or are we talking about the massive number of haks that are required to support that sort of thing?
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Yes
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Haks that are done right, can add alot of depth into the mod and then translate into tools that can be used to increase the immersion for the player.
New tilesets can also give that base, to refresh a tried mod. These new tilesets must flow into any existing areas, so the player doesn't feel there are jumping into something new. This may mean making changes to the new and existing area to reflex such or even grouping some new tileset areas to get the right feel ( this may mean removing old areas ).
We have a down loader already, making it easy for the player to check for updates.
RD
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Sinfar is basically a marvel of scripting ingenuity. It's also, as far as I've been able to tell, a roleplaying wasteland. CoA, even on a bad day, trumps the best that they have to offer RP wise. That said, some people like a consequence-free environment.
There is a lot that Sinfar has that we'd find useful, though. For example, easy to modify outfits. Through the NWN client extender: body scaling down to individual limbs; The ability to do things like stages or stairs where none exist; The ability to colour individual 'limbs' on the outfit, rather than being stuck with 6 goddamn colour channels for the whole thing. A variety of new spells and whatnot- including teleportation, mordenkainen's magnificent mansion, and other things.
And so on.
NWN is ancient, guys. And variety is the spice of life. As long as it's done well and serves the intent of the server, rather than just nonsense for the sake of it, what's the harm? A fresh coat of paint is all well and good, but sometimes you need to renovate.