Forgive me for going a bit out of order, but some things seemed to be a larger priority.
WebShaman wrote...
I would like to hear FunkySwerve's comments on that area, before I make any type of decision here. The more I hear your negative comments towards HG, the more I begin to ponder what your actual motive here is. HG is not WoW, and WoW is not D&D.
HG has a large playerbase, especially for a NWN PW. I rather begin to suspect that you are somewhat biased here, but I am not sure as to how yet. My experiences with HG are very different than what you are posting here (and when one looks through youtube at the different videos for bosses, etc, it seems to reinforce what I am posting here).
My motive? If you recall, you're the one who brought Higher Ground up. And Higher Ground is certainly a popular PW. But based upon the comments the original poster made, it is exactly the opposite of what he wants. The OP is trying to get away from crazy build dependencies, extremely specific gearing requirements, and battles usually being decided before they start.
All three of those are ramped up to the extreme on Higher Ground. And again, some people like that. But the OP isn't looking for that, hence I recommend he stay away from Higher Ground.
If, on the flip side, the OP wanted an Action PW full of immunities, necessary build types, insane gear dependency, and planning mattering nearly infinitely more than playing...I would heartily recommend HG. It has its own play style and it's a well-crafted world.
This is NOT a "BASH HIGHER GROUND" thread or something. Many of its systems are amazing (like its banking system). I'm very impressed by the whole server hopping, special tools it has, and how smoothly it runs with its population. But it's not what the OP wants.
For reference, I believe my three characters there were...
53ish Weapon Master
35ish Fighter
35ish Sorcerer
Highest "dungeon" I completed was first level of Hell.
WebShaman wrote...
As for HG - well, you were what, two characters? Perhaps you should have brought a party for that area. I personally find it curious that you and your friend (Fighter and Archer) run into a place and you complain about things miserably. Would also having a Cleric type and a Wizard type have helped things (buffs, etc)?
No, buffs wouldn't have mattered. Our weapons were equal to or better than what GMW would give at that point. The boss had resistances that would have soaked up any minor elemental damage. And hitting the boss wasn't the problem, damaging it was.
Thus, even bringing a party of 10 fighters wouldn't have helped. With pretty much the best weapons for our level, we couldn't scratch it (while standing there for 15 minutes, I did some math...the boss had 75% physical immunity, at least 15 damage reduction (meaning we needed to do 60+ damage per hit to scratch it, but it could have been beyond 20 or more reduction), and critical immunity).
That said, having a Cleric or Wizard would have tremendously helped...because they could have done more than 10 damage per round to it. In fact, I soloed said boss on my Sorcerer with little effort. Just spammed IGMS on it a bunch of times.
WebShaman wrote...
After the players realize what is needed to defeat said area(s), normally it is a pushover to repeat (although occasionally things will happen). Then it is on to the next. Rinse, repeat, yadda yadda yadda. So goes the PGer. After everything has been experienced and reduced to a red smear, on to the next PW, and so on.
The whole point of the OP is that he wants something where it isn't a pushover to repeat. Where even realizing what is needed doesn't guarantee success, where you still have to play well to win and can very easily fail.
WebShaman wrote...
HG is a PG PW. One needs to be aware of this, and to play accordingly. MM, you say you and another was basically doing the environment there. Are you certain that the environment you and your friend was adventuring in was "balanced" for two adventurers? I rather tend to believe that it wasn't. Therefore, you were (purposefully, though perhaps you were not quite aware of this) intentionally increasing the challenge of the area, by reducing the number of adventurers AND abilities that you had available to defeat the area.
The number of adventurers didn't matter. As mentioned above, it was easily soloed on my sorcerer.
The problem was that melee couldn't DO anything. And archers barely could either. Let's say we had a party with 3 fighters, 1 cleric, and 1 mage. Two of the fighters might as well go sit in the corner and AFK.
It's not a matter of saying "Well, caster damage is twice as good on this fight," it's saying "caster damage is hundreds of times better (or infinitely better)." And the reverse is true, I remember an area on my sorcerer where I literally could not do 1 point of damage to any of three boss enemies. Not with spells, not with familiar, not with buffed summon (and summons are far more powerful there).
I am perfectly fine with not being able to solo or duo stuff. If anything, I encourage it. But I despise trying to achieve this by saying "X will be completely useless here so you need Y" and then also saying "Y will be useless here so you need X." I think certain classes or roles can be more useful without making the others useless. However, bringing along four extra fighters should be as good or better than bringing one mage, in my opinion (comparing a party of fighter/cleric/mage/rogue versus fighter/figher/fighter/fighter/fighter/cleric/rogue).
But if you disagree, then many NWN worlds, including HG, will work perfectly for you.
WebShaman wrote...
In the case of the player playing a 40th level cleric - it seems almost incredulous to me that someone can reach level 40 WITHOUT being aware of what their spells are for! It boggles the mind. I cannot begin to fathom someone complaining that they could not hit with their cleric without at least trying to use the resources available to change the outcome (or at least influence things).
To make things short - I do not think one should create environments with the ignorant in mind. Perhaps beginning areas, etc - to get beginners used to the D&D system, etc. But anything in Epic and above should be created by taking standard resources into account - and having special areas for those inclined to min/max things (ultra PGers, so to speak) is also something that I personally enjoy.
For the latter, part of the problem is that you generally have to start over to fix a bad build, which I consider a huge flaw.
For the former, they played through the OCs and then on an RP world that was made to be easy. Mobs with mid 40s AC at most at level 40. They picked spells they thought were cool and figured melee would be their back-up if they ran out of spells. The idea of expecting full battle buffs was foreign to them.
ShaDoOoW wrote...
My note about re-inventing a wheel was meant for you and pope_leo actually.
I know. Hence why I said you likely wouldn't be interested in it!
ShaDoOoW wrote...
It seems to me that you both trying to make something that was already tried to be done without taking these previous tryes in account. Ive seen lot of balance changes and speaking of HG or for example HoW/DeX it only make the game ridicuously fussy. There is so many changes that the new player coming here have no chance to orientate in the mess.
Except HG isn't what we're talking about. Higher Ground effectively takes the issues we're concerned about and ramps them up to extremes. It is the opposite of what we'd like.
ShaDoOoW wrote...
PS. whatever it seems from my comments, I still consider HG to be great server, every action player should try it, there are lot of interesting things and moments in gameplay that I enjoyed when playing there. Its definitely good server. And when there is someone looking for action type of module I always recommend the HG.
As long as you walk into it with both eyes open, sure. Just be aware of the insane gear dependency, plenty of ways to instantly die, and balance design that I dislike. If you're fine with all that, it is definitely an amazing server. But not for me. And not for the OP.
Aelis Eine wrote...
There will always be a gap between the casual and hardcore, but ideally, a game should be designed like chess - easy to pick up, but hard to master. The problem here is that designing based on instant wins and instant win counters creates a very high barrier to entry, because it requires casual players to be aware of the metagame - the multitude of ways by which they can instantly win or lose and how to prevent them. And that makes the game difficult to pick up. In chess, there is no instant win - it's a chain of events where a player slowly gets funnelled into a loss, so every step of the way they can analyze and learn what went wrong.
Exactly. And in NWN, you often have to completely start over to fix any mistakes in character building, which makes this problem worse. It's not a matter of leveling up, saying "Wow, I did some dumb stuff" and fixing it, you need to make a new character.
And the only way around this problem is to limit the player's options when it comes to making a character, sadly.
ShaDoOoW wrote...
The whole server is about getting all immunities which are found on items. Each ability is separeted here so mind-affecting immunity will not protect you against daze, fear, stun, paralyse - Im unsure if the mindaffecting immunity even exists there. (good idea)
So whatever I picked, it was always about get as much AC possible in order NPCs couldnt hit you without rolling 20. Get as much immunities as possible, or at least those that are spammed in that dungeon (for beholders player needed all of them). Get at least 10 scrolls of resurrection just for case your teammate dies, and get potions for each ability, barkskin, and fullheals. All this from very early stages of game, later you just bought better potions and better items.
Also damage immunities. If you don't have 75% or 50% damage immunity to certain types, you'll just repeatedly die in many areas (in addition to repeatedly dying from all of the above).
Mind-affecting does exist, but it doesn't DO anything past level 40 for most stuff. Aka, even though you're immune to stun via it, you'll still get stunned unless you specifically have Immunity: Stun from an item.
pope_leo wrote...
@MagicalMaster
I like your idea about the innate health, especially if it's largely in lieu of potions. It reminds me of the change from the Grass [1] in Demon's Souls to Estus Flasks [2] in Dark Souls. It added a nice new dimension to the game, IMO.
Yeah, the idea was that you had certain amount of healing per day along with spells per day. You could balance damage from enemies without having to assume infinite healing potions. Finding a potion of full healing would be a treasure only to be used in the most dire of situations.
It also means a healing cleric or druid is a nice bonus (they can allow the party to survive something like 50%-100% longer) but not mandatory.
Modifié par MagicalMaster, 30 septembre 2012 - 09:20 .