Well...it doesn't have to be new actually....but when it comes to module design I am pretty picky probably.
I would like a server that is roleplay but not all the way..instead one that encourages grouping and going on adventure.
I know most roleplay servers are about players sitting in town and discussing who will be the next mayor but thats not the way I play. Some tactical discussions before we take of...sure.
I would like max level to be somewhere in the 20-30 range and it should take pretty long time to reach that. Magic gear should be scarce...but not impossible. (Lets say +2 to +4 gear as maximum at max level.)
I would like a world losely based on the Forgotten Realms. Dragon Lance is ok I guess but I prefer FR. No future, zombie, planeswalkers or similar. I'm oldschool...
The design has to be very clear, distinct, logical and not straying from the Bioware default game if not for a good reason. I know many servers love scripts but I don't. Of course...lets say you have a crafting system like the ATS. Sure...thats a lot of scripts...but they have meaning.
HAK's. Not too much really. It is the same as with the scripts. If they have a meaning and if they are well implemented...sure....in fact...this could probably lift the game if done right.
And no...I don't want to download a bundle of all your HAK files. I want links to every HAK's vault entry...and get it from there. So no autodownloaders or whatever.
The "restrictions" and "deviations from normal NWN" should be small if any. Sure...things like having a timed resting system and a fugue death system is probably standard but there are also many things that aren't standard and that are really not needed.
If the PW makers don't have a vault page for their PW or no homepage containing the same structured information of a vault entry this just shows that the PW makers didn't bother to present their server in a way that would make it easy for the players. Cluttered up forums or wikis are not ideal for showing vital information. Most server fall in this pit.
Like I said....design is very important to me. There are many small design flaws that will instantly turn me away. Here are some of them:
- No good information in the "starting room" is a mayor game breaker. Also if thedoesn't correspond with the vault entry or homepage.
- More than two starting cities sucks. Most servers don't have enough players to fill one starting city so having several is obviously a serious design flaw. At least not having a clear default starting city I mean.
- Starting city (and other cities/villages) not mapped up or lacking map pins sucks.
- General bad design like crappy "room" feeling...no idea where the transitions lead....no idea where the transitions are....giant rooms inside small huts...no logic design...naming of areas....buggy parts from custom tilesets blocking view (like giant placeble trees or whatever)....parts from custom tilesets that look like crap or are buggy....does the world have content? (NPC's, placebles and so on with some info on them)...quests are not necessary but they are cool....how are the encounters placed?....are they diverced (not talking about gimp monsters)...is it challenging?...balance? (is it balanced or will I max out my PC in a week?).....I could probably make this list long...
Lastly...one thing that makes me shy most of the top 10 mostly populated roleplay servers is that they tend more towards "social" gameplay almost as I mentioned before...but also that brown-nosing the DM's is needed to get to the top which is really awkward.
Some example on good servers:
Genesis Nordock (unfortunately not enough players nowdays)
Exaria (unfortunately not enough players nowdays)
Shores of Winter (unfortunately not enough players nowdays)
Escaped from Underdark (unfortunately they recently removed the party system and also it is too low level)
If I had the time I would build a server myself....but I don't....so I am happy if anyone can give me a tip.
Modifié par SuperFly_2000, 20 septembre 2010 - 11:33 .