I have to admit, the response you guys gave here was...
1) Very Entertaining to read
2) Very insightful & helpful
3) Much appreciated
4) Helps other builders see the general consensus of the community on the subject
5) Unpredictable, yet very well thought out..
All of you gave excellent feedback and added to the post a lot, thereby making
it an even better post, truly, thank you all...
This will definitely be a good read for players / builders who come here
looking for something to mull over with a coffee or tea cup, without a doubt.
(Even if you don't drink those, get something to drink, because it's about to
get even more interesting indeed.)
In light of the above post, most of which transcribed to "I like a
challenge, but not TOO challenging.."
The NWN module builders should take special notes on what the
"Community" of players & builders like and don't like, for this
post should offer you a lot of insight and feedback enough to help you
determine how to make a world better..
Nobody has to build based upon a set of rules, in fact, that's what make NWN so
great..
However, if you want the module to be attractive to most of the community, I'd
listen to what people are saying here..
As far as the topic about Permanent Death / Hard Core Death, I agree,
this should be an OPTION, but definitely NOT a Forced Thing of a module, unless
the whole theme / point of the module is purely about hardcore, even then you
risk jeopardizing a large portion of your potential player base if it's a
Multi-Player Module..
I originally posted this to get feedback, and now that it has
come in, I have some comments / feedback of my own..
This is my opinion on the subject matter at hand..
It is important to prevent the boring effect, for slaying
goblins is rather boring, since they tend to die with one spell or hit, but
that doesn’t mean it can’t be fun once in a while to encounter goblins.
Furthermore, it’s also important to prevent players from
being too challenged, and like one poster says it best: “I don’t like to have
to drink heals during a battle.†This
would be what I would consider too easy, but challenging to require rest after
the encounter, and of course if healing has been nerfed in any way, then you definitely
can’t make encounters kill the PC outright…
I completely detest damage assigned by scripting which
cannot be prevented, no matter how it’s assigned, other than by normal combat
(attack with a weapon or casting a standard spell).
Furthermore, if you make monsters godly, players have to be
equally well equipped to handle the challenge, for who wants to face the
impossible all the time? I’ve played on
enough servers that I’ve encountered the “Impossible†quite frequent enough to
leave a bad taste in my mouth…
If player(s) are dying in the first round of combat, it’s
obvious that the encounter is way too hard, note I said player(s) and not
Player, because if it’s a multiplayer game, then you will have more than one
player, therefore if multiple or even one is dying in the first round, the
challenge is too strenuous for the players, by far..
How you build your module / encounters will greatly be
dictated by if your building a single or multiplayer module, nevertheless, if
you make monsters pretty uber, then it becomes very hard to control encounter
triggers.. Painting multiple encounters
may help, but that doesn’t mean the encounter will be balanced if only 1 person
is entering the area, for 2-4 monsters on a single player, if one of the
monsters is challenging enough, may prove too challenging for that single
player.
Many servers strive to prevent soloing monsters /
encounters, and if that’s the whole point of the server, that should be stated
outright at the beginning of the module, but that doesn’t mean the players on
the module will party up with others, nor does it mean the players are friendly….
To ensure the module is a good, consider the soloing player,
if you don’t or won’t then your server module will have issues & get ready
to hear the complaining, and lots of it…
All too often I hear players cry, “It’s way too hard!â€, but
they do so on deaf ears, or worse, get banned or told to shut up (even by other
players). Unfortunately, complaints are
going to exist, no matter how your server is setup, but it’s the builder’s job
to listen to them, and handle them without being biased or bandwagon everyone
who complains as a complainer.
I’ve seen some pretty Uber monsters in my days, when you go
to an RP module these monsters, because of the lack of powerful gear, become
extremely challenging, even something simple as disease or poison can downright
make future encounters extremely challenging!
It’s hard as a builder to balance for parties and still
consider the soloing player, but it has to be done, otherwise you will hear it
from the players who like to solo, and this being a very large amount of
players, because in effect, we learned to play or have all been conditioned to
solo by playing offline modules…
No matter where I’m playing, whether online or offline, I
don’t like to die a lot, despite what some people may think, dying flat sucks,
and that’s because I may spend X months building / testing / playing my
character, to see him die frequently only increases my frustration &
discontent with a module…
I like it rough, but not so rough that I have to be drinking
heals more than 1once an encounter, 1or 2 times on hard encounters / bosses is
ok, but if I’m chugging heals every other round, it’s not only ridiculous, it’s
completely inconsiderate toward all the players, let’s face it, most players
are experienced now, so if those experienced players are complaining, then…
What are the inexperienced players going to do?
See My Point?
In light of the inexperienced, soloing player, we should all
make good use of the thoughts, ideas, suggestions, and feedback in this post,
for much of it applies to not just builders, but to players as well, for we can
learn a lot from a good player, and by being friendly to others, we make
friends..
Finally, on an ending note, I've built a few server modules, some of which were very uber, and one thing I definitely learned after building / playtesting is, uber is very hard to balance, not just for combat, but also for the builder, for once things get out of balance, it's very hard to pull them back into balance, indeed...
Cheers & Hope you enjoyed the post, please continue to
express yourselves freely while staying on topic, thanks..
'> NWN Will Never Die!
Modifié par Genisys, 23 août 2010 - 05:41 .