Author Topic: Item Creation - Where does Uber Begin?  (Read 1963 times)

Legacy_ffbj

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Item Creation - Where does Uber Begin?
« Reply #60 on: September 06, 2010, 04:08:23 pm »


               Here's a link to the weapons scripts I was talking about:
http://nwvault.ign.c....Detail&id=1149
               
               

               
            

Legacy_Genisys

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Item Creation - Where does Uber Begin?
« Reply #61 on: September 06, 2010, 11:22:54 pm »


               In my opinion, ANYTHING that can be spammed (even if only a 1 is required) that instantly kills, is pretty much uber....

How you balance Devastating Criticals is your call..

I simply give my bosses critical immunity, handing a monster (especially if more than one spawns) the ability to kill a PC in one hit = way too uber...

But that's just my opinion..

Ultimately I feel you have to make a decision, which is more important to you..

The PCs die more.. or..

The Monsters die more...

Ultimately this decisions will help you determine how powerful to make monsters, and how powerful to make items, for items will essentially detmine if the PCs live more, and more powerful monsters than the items in the module will determine if the PCs die more..

Unstoppable Damage or Damage that can never be resisted is pretty much uber in my book...
Because Uber Item Properties also applies to monsters as well as PCs...
If you don't give the PCs some way to overcome, they will get mad & frustrated...

I saw one module where all the monsters had magical damage, which could not be resisted & there was very little damage immunity to protect you against it, and that was the most frustrating experience I have ever encountered while playing nwn...

For if the PCs are dying a lot, and the monsters are very hard to kill, then the encounter is not balanced, in my book anyway, and also there is the factor of IF you are building for parties or solo players or not...
               
               

               


                     Modifié par Genisys, 06 septembre 2010 - 10:32 .
                     
                  


            

Legacy_Xovian

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Item Creation - Where does Uber Begin?
« Reply #62 on: September 07, 2010, 12:04:29 am »


               

Genisys wrote...

In my opinion, ANYTHING that can be spammed (even if only a 1 is required) that instantly kills, is pretty much uber....

How you balance Devastating Criticals is your call..

In epic levels, where players are almost demi-gods in their own right, as is just about anything that can challenge them, you have to expect that some abilities will be quite powerful, and as such "life threatening" to the PC. I find modules to be far less fun or challenging if there is little or no actual danger to the player.

Besides, death is an integeral part of the D&D game, for both player  and their foes.
Otherwise there wouldn't be a need for spells like Raise Dead or Ressurection.

I suppose this goes with why so many enjoy the lower levels too (1-10), though in my opinion, in low levels your just as likely to die from things, it just may not be a one hit wonder (unless of course you're playing an arcane caster).

I do agree however with your example of damage being applied with no chance to resist, thats overkill.
Even Dev crit requires a fort save, not to mention 2 criticals to begin with..



**Edit, hours later once I got home from work...why?
Shameless Plug: My base module is now listed under my projects and is avilable for download.
Special Thanks to 420  , for the addition of the OnHeartbeat leveling script, I had completely forgotten to make/add one of those previously.
               
               

               


                     Modifié par Xovian, 07 septembre 2010 - 06:13 .
                     
                  


            

Legacy_Genisys

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Item Creation - Where does Uber Begin?
« Reply #63 on: September 07, 2010, 09:24:06 pm »


               

Xovian wrote...

I do agree however with your example of damage being applied with no chance to resist, thats overkill.
Even Dev crit requires a fort save, not to mention 2 criticals to begin with..


This is a good point.. '<img'>
               
               

               
            

Legacy_Necronomicon Des Ombres

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Item Creation - Where does Uber Begin?
« Reply #64 on: October 11, 2010, 08:45:36 am »


               I dunno, but to me... and it seems a few other people, the point of uber seems to be when things get boring.



The way I see it, this is kinda the same ol' discussion about the unstoppable force Vs the unmovable object. If players are too strong, their the unstoppable force. If monsters are too strong, their the unmovable object. The way to balance this? I agree with other people, their is no balance.



No matter what you nerf, no matter what you disallow or take... someone will find some way to beat your system. Unless you can think of every possible aspect of how someone would try, and even then someone might think of something you didn't. Should this be a bannable offense? Heck no, I say give the guy a medal! I hate how people try to weaken something or close off certain possibilities just because one class seems to do better, if they are doing better then find out why and how. Once you have the source of how then try to implement an artificial means that other classes can enjoy similar effects.



People tend too look at this the wrong way, wanting to control the life of those in THEIR world. But if anything, I'd like to use a certain movie quote here:"Life, will find a way." It's funny because it's true! People should concentrate less on blocking things and look more toward possibilities. If you nerf a class too much, people will just stop playing that class. But if you can get a rock, paper, scissors ect. type of thing going then it evens things out.I mean a lotta people on here are builders right? If a build seems really powerful, find a build that can fight that one!



Now as for items, I can't really say much. I got dubbed the omni-potentate-item-god, though at least I balanced my power thought my items and didn't pile them all on one like I've heard of. I think one of the most over-powered items I ever made was in Diablo 2 with the Hero Editor, a ring that when you kill a monster made it rise as Diablo, I also added teeth on attack. Imagine my surprise when I killed 8 fallen (1 with attack 7 from teeth) and 8 diablo's stood up, I laughed my @#$ off for a good five minutes. But I digress...



Yeah, I make powerful items a lot... but more times then not they have a story behind them... I'm just too lazy to write them. XP I like things that are malleable, or versatile. Something I can get a lot of use out of no matter what I'm doing, as long as I have the ability to adapt quickly though. If I'm caught off guard then I may end up dead just as any Willy or a Sam. Hmmm, I would show you a set I'm working on for neverwinter... but sadly I don't know how to transfer it right. But basically, when you wear the whole set, you get various bonuses to stats. Each piece gives +2 to one stat and +1 to another, but at the same time -2 from a third stat and -1 from a fourth. Having more or all the pieces would allow the player to change himself to fit his environment better for that time. I've been having a little difficulty wondering what to add and what to leave out, I don't want it to be OP when completed. But it would make you stronger to a situation depending on what you took off and left on.



What I am basically saying is to give players options. I don't wanna go into some deep dark dungeon, vanquish some Demon lord and spawn. Go to the treasure chest to the side and pull out... a +2 short sword... You wanna know what I'd do with that? Shove it right up the demon lords posterior and leave it there! XD



Another thing I found out, this I found out playing another old popular game: Morrowind. I hated how little you could do with enchanting, so I decided to look around and fix that. Found a mod that made all the items in the game X10 their original values, the down side? I never got strong enough to make the uber items I wanted too. Something always came up or my game got corrupted. But what I was wanting to point out is when someone is able to make something very powerful, it kinda gives an air of accomplishment. That THEY were able to make THIS. If you make it too open though, then it's taken for granted. But if you make them work for the materials, then they have something to be proud about.



Speaking of uber items, one thing I was able to make in Morrowind that would so be considered uber; My potions. Ever since I discovered Int governed the power of potions, I would go on pilgrimages to harvest those ingredients whenever I wasn't busy. Making those potions and actually seeing myself get more powerful made me happy, any session that I could see my character improve added a little spring to my step when I got off. If Morrowind had a naming system like Full Metal Alchemist, I'd be called the 'Pain-in-the-@#$' Alchemist. Or you could replace the @#$ with grass or something, still messing with plants and such so it fits I guess... I personally prefer the brier.



In the end, I like epic drawn out battles. The old DBZ fights, the spectacular battles in the manga with Mahou Sensei Negima. I also like the Bass syndrome or Kenpachi Complex, beat the crap outta your opponent and let them live so they can grow and get stronger to fight you again. I like the tail of boy King Aurthur, pulling the sword from the stone. I love the idea of someone getting something considerably powerful at a risk or a gamble. Without it, what's the point of the risk? This is what I believe.



Heck on an old maplestory server I use to play on, I met a player as I was walking from one town to another. He called to me and we talked for a bit, on a whim I gave him some VERY powerful items. Sometime later, keeping to the agreement that once he no longer needed the items he would return them, he did. He had in fact made gear even stronger, and I don't know why but at that moment I was proud. I have no idea if it was with myself for lending him the item or at his growth into my superior, but I was proud. Kinda like one a those Disciple surpassing the master moments I guess. I mean a lot of online is missing that. The boy of a warrior wants to learn the sword so his father buys him a +1 short sword. That boy grows to be a hero and slays an evil dragon harassing a small town, when the villagers come out a boy looks on in awe as the hero approaches and says "You can be a hero too." and hands the boy his short sword. That bow grows up a little differently and becomes one of the kings finest agents. This kind of world is the kind I see worth having, not wanting money at every turn...



*Ahem* Sorry, personnel thoughts entering the mix here.







Ummm... Well I think I made my point. I think... not 100% sure what my point was, I just wanted to speak my mind on the subject. I hope I haven't bored you all to tears. WOW, I just looked at how long this thing is! I had no idea I wrote that much! lawl



I think I'll wrap this up here and give all of your eyes a bit of rest from my ranting, hope no one considers long posts a bad thing.



In any case, take care and good luck to you all.

May the powers that be watch over you.



Till next we meet.
               
               

               
            

Legacy_WebShaman

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Item Creation - Where does Uber Begin?
« Reply #65 on: October 25, 2010, 02:27:39 pm »


               

kenween wrote...

within NWN "Uber" has a specific meaning.

An item is "uber" when creating it requires the use of an editing program outside of the nwntoolset or of the nwn basic program. Programs such as Leto sometimes enable this, but a more powerful erf or bic editor is usually used. An "uber" character is one which can only enter a server where "Enforce Legal character" (ELC) and "Item Level Restrictions" (ILR) are both DISABLED for entry.

The use of a high level bic editor is usually needed to breach ELC and ILR. Builds and items such as these have the capacity to do up to 15,000 or more damage in one hit.

The knowledge of what "uber" really is important to nwn because there is an active community which plays according to these rules & specifications. Uber is not just some "overpowered" quality. it is a specific set of restrictions.


That, with one exception, is "Ueber" in NWN - the part about the ELC and ILR must be disabled is not exactly accurate, but will not be discussed further here.

What one really is discussing in this thread is "Where does Monty Haul begin"? and is an age-old discussion point among D&Ders (and one has to go back quite far to understand the reference Monty Haul to begin with).  All the old D&Ders here will recognize the reference, I am sure.

Basically, Onion summed it up quite well - when items (even gold can be considered here) outmatch the challenge of the environment (meaning that one can basically easily beat any challenge by having the right item - and with Bags of Holding, Portable Holes, etc, in Monty Haul style campaigns, one normally had an item for just about any and every occassion).  This basically matches what was said by another poster (name forgotten, apologies) - when classes are rendered obsolete by items, then those items are indeed overpowered.

In essence, it means that one does not need to have the basic party members anymore to appropriately challenge an encounter.  One just needs the appropriate item in question.  IMHO that is when things start to become Monty Haul.  And when those items are just lying around everywhere, well, it just gets worse.

In D&D (the original version), magic items were rare.  Things did change towards the Monty Haul crowds (who wanted, craved, more magical power, more levels, more class powers, etc).  AD&D satisfied them for awhile, but they wanted still more (because such cravings never truly get stilled - one can never have enough items, power, levels, etc).  Then came 2nd ED, then 3.0, then 3.5...and now 4.0.  And it continues on.

I would TEND to say that this sort of mentality is normally the PGers (Power Gamers) one, as they are normally ones that are mostly interested in the numbers aspect of the game.  The RPGers normally are more interested in the Storyline/Character part of the game, and the numbers are just things that facillitate that.

Note that I prefer a PG style environment with a Storyline (call it RPG lite, if you will).  I also prefer low magic environments, because I find them easier to balance (nothing higher than +5, except for artefacts).  Note that even this is not a good explanation - due to the pecularities of the stacking rules for NWN, +5 properties when not properly controlled will result in AC outstripping AB early and never becoming equal thereafter.

Perma Haste is both a curse and a blessing - for the Builder it is a curse, no doubt about it.  Single-handedly the most "broken" thing that there is.  It totally unbalances things.  Either no-one has it, or everyone and their dog does.  For Players, Perma Haste is a godsend, especially for movement.  Getting from point A to point B as quick as possible so that one can get down to enjoying what one wishes is imperitive.  A form of Perma Expeditious Retreat would have been a much better option IMHO.

I personally do not like Perma Haste, due to the "all or nothing" aspect of it - much like a few other abilities in NWN.

As for the "Mages excell in a low magic environment" statement - this is true if care is not taken to balance the environment against this (this does NOT mean nerfing spells!  Nerfing things is a cop-out, the lazy man's solution to things.  It NEVER truly works as intended, due to the incredible amount of circular dependencies in the D&D ruleset).

Balancing the environment for Mages (let us not forget the CoDzillas here, as well!) includes such things as DMZs, (Dead magic zones) WMAs (Wild magic areas) creatures with Dispels, Dispel traps, Anti-Magic rays, etc.  Anyone who has designed a low magic world who does not take into account Mages and CoDzillas truly has not done their homework and will find their worlds overrun by said classes quickly.  I do not want to get started on rest restrictions, because that tends to start arguments.

I personally prefer balanced environments, where everyone can have fun.  Such places are of course rare and far between.  I have only had the honor to play on a few of them.

I can say that for those who have enjoyed the very rare DMed Private Campaign, that it does not suffer from any of the above.  For obvious reasons, of course.  Such things are among my most favorite ways of playing NWN.
               
               

               
            

Legacy_HipMaestro

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Item Creation - Where does Uber Begin?
« Reply #66 on: October 25, 2010, 04:23:36 pm »


               Web pretty much expressed my own attitudes.  The only difference are in regard to the perma-haste items.  I find these games almost unplayable (for easily-bored types like yurz troolie) without the ability to traverse maps quickly.  There's only so much pleasure that I can glean from staring at the tileset as my PC is clicked through wilderness, city streets and dungeon mazes. As far as realism goes, my 3-year old nephew moves faster than a walking NWN PC does.  Now, if they would just change the haste items to apply ONLY to movement out-of-combat (even perhaps OnPerceive with respect to hostiles) and not increase casting/attack speed or AC, that would satisfy my own gameplay preference.  MY universe would be in complete balance.  So is the multi-enhancement perma-haste phenomenon just a product of NWN design or is this a general D&D dynamic?  Just curious...
               
               

               
            

Legacy_WebShaman

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Item Creation - Where does Uber Begin?
« Reply #67 on: October 25, 2010, 08:57:32 pm »


               AFAIK perma-haste is normally just a NWN phenomena.  Though with the rulesets as they are now...bleh.



Still, in D&D, one can deal with permanancies, whereas in NWN it is much more difficult.



I believe that Haste got changed from 3.0 to 3.5 (not sure how it looks in 4.0, and frankly I do not care as I do not play 4.0).
               
               

               
            

Legacy_Shadooow

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Item Creation - Where does Uber Begin?
« Reply #68 on: October 26, 2010, 12:09:44 am »


               

I believe that Haste got changed from 3.0 to 3.5 (not sure how it looks in 4.0, and frankly I do not care as I do not play 4.0).


Yes 3.5 dnd haste is +1ab,+1ac,+1reflexes +1extra attack and speed increase. The 3.5 version does not add second spell in one round, making quickened spell useable, BUT unfortunately in NWN it does slow everything (casting and then attacking) and this is a too big nerf in worlds where haste is available.
               
               

               
            

Legacy_HipMaestro

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Item Creation - Where does Uber Begin?
« Reply #69 on: October 26, 2010, 02:40:33 pm »


               

ShaDoOoW wrote...

I believe that Haste got changed from 3.0 to 3.5 (not sure how it looks in 4.0, and frankly I do not care as I do not play 4.0).

Yes 3.5 dnd haste is +1ab,+1ac,+1reflexes +1extra attack and speed increase. The 3.5 version does not add second spell in one round, making quickened spell useable, BUT unfortunately in NWN it does slow everything (casting and then attacking) and this is a too big nerf in worlds where haste is available.

And I think that is where the implementation has fallen short all along.  It automatically unbalances melee vs. casters as soon as the melee PC has gained more than 1APR.  Doubling the number of casts per round regardless of the character level is a poor design.  I suppose they needed to devise some sort of benefit for casters, but this was an accident waiting to happen in all future game class balancing apps.  I don't pretend to have a fix in mind, but the original dynamic was a loser from conception.