Author Topic: 2014 Action Adventure - Culling of Nightmares  (Read 2403 times)

Legacy_Bhaelrot

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2014 Action Adventure - Culling of Nightmares
« Reply #30 on: November 18, 2014, 06:23:01 pm »


               

the Bean Man is just... freaky!



               
               

               
            

Legacy_EzRemake

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2014 Action Adventure - Culling of Nightmares
« Reply #31 on: December 05, 2014, 09:28:37 pm »


               

Many new updates have been released, and many more daily updates are coming, with a new dungeon releasing tomorrow night!


 


Players will be able to connect using our new IP:


 


nwncon.no-ip.org



               
               

               
            

Legacy_sapin32

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2014 Action Adventure - Culling of Nightmares
« Reply #32 on: December 11, 2014, 01:58:01 pm »


               

Looks awsome, might take a look ! 



               
               

               
            

Legacy_EzRemake

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2014 Action Adventure - Culling of Nightmares
« Reply #33 on: December 31, 2014, 07:28:14 pm »


               

I regret to inform that CoN will be taking a brief leave of absence, as there is currently a major instability in the module. As soon as headway is made, I will let the community know! Thank you all so much for your kind words and support, hope to see you all again in 2015!



               
               

               
            

Legacy_EzRemake

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2014 Action Adventure - Culling of Nightmares
« Reply #34 on: February 02, 2015, 02:45:32 am »


               

It's been a long month, and after rebuilding from the ground up I am happy to announce that the new Culling of Nightmares is online!


 


This year will bring a brand new world to Culling of Nightmares, with never before seen environments and features, including the new Weapon and Armor crafting system!



               
               

               
            

Legacy_MagicalMaster

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2014 Action Adventure - Culling of Nightmares
« Reply #35 on: February 05, 2015, 08:03:39 am »


               

I went ahead and swung by this world earlier for a bit.  A bit worried about some of the spell changes but I figured I'd see if you made it work somehow.  Some stuff I noticed:


 


1, the weakest potions say they heal 3x Heal skill in HP.  I currently have -1 Heal skill but am getting healed for 6+ HP.


 


2, the spell changes as listed are definitely also wrong.  Cantrips and level 1 spells are doing 10 damage at level 1.


 


3. the "mana ray" seems both a bit hidden and a bit overpowered.  Right now it's a beam I can use while moving every 2-3 rounds (or something) that deals 18 damage at level 1.


 


4, I feel like I'm missing something.  I cleared the initial area, cleared the initial save in that area, cleared the next area to the north, cleared a mini dungeon with a "boss," and am still at like...700 XP.  Not even level 2 yet.  I'm getting 5 XP per kill (and sometimes 5 XP for picking flowers), so that means I need to kill 200 things to get to level 2?  Incidentally, that mini boss crit my familiar for 5 damage *through* her 5 damage reduction and instantly killed it.  Which left me at 1 HP.  Which meant I ran around in a circle with the boss following me for like 2 minutes as I whittled its health down with the mana ray.  Was rather silly.  But the idea of having to kill another 80 mobs to get to level 2 before fighting that mini boss also seems odd.


 


5, the mini map seems to be resetting, which I found really annoying.  If it's supposed to be a maze area, fine, but for the open world in general?  Just makes it more annoying to figure out what you've cleared out -- which is doubly annoying since you're supposed to get a reward for clearing an area out entirely.


 


6, resting seems excessively limited to only the campfire in the first zone, especially given how limited healing potions are.  After killing that mini boss and clearing the mini dungeon I wanted to rest and be able to resummon my familiar (and heal) but instead I had to fight my way back south through another 2 zones entirely and another 20-30 minutes...at level 1.  When I only have like 9 spells per day (plus the mana ray).



               
               

               
            

Legacy_EzRemake

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2014 Action Adventure - Culling of Nightmares
« Reply #36 on: February 05, 2015, 07:06:48 pm »


               

Hey there Magical. I can address a few things for you.


 


All potions have a base healing amount, so that characters who didn't know to level heal immediately can have a chance.


 


A few spells have been changed since the launching of the new version of CoN, which is why you were seeing different numbers from those listed. This really only effects the cantrip tier, and a few tier 1 abilities. I'll be sure to update those.


 


Mana ray starts out as an extremely strong skill, however as you've noticed, resting is limited to campfires in CoN, meaning spell casters need to use their spells wisely. Mana ray allows a sorcerer to continue to fight even when spell uses are low. While the damage does seem high early game, it quickly scales into a mediocre ranged attack.


 


XP is low, as we're taking a longer term approach to the mod as a whole. While it does seem very slow initially, it does ramp up. In the beginning players will be getting their experience from mostly discovery points, quests, harvesting, elixer crafting, and weapon/armor crafting. As you begin to fight higher level monsters, the experience increases. It's important to note that you do not lose experience on death, so only forward progress is ever made.


 


Minimaps reset are tied to the fact that your character is not a Cartographer - something that needs to be unlocked in the game.


 


As for the campfires, well, the second campfire is three areas in if you ignore the caves. Some players may get roughed up if they decide to explore every nook before then, but thats the idea with an exploration based world.



               
               

               
            

Legacy_MagicalMaster

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2014 Action Adventure - Culling of Nightmares
« Reply #37 on: February 06, 2015, 07:27:51 am »


               

All potions have a base healing amount, so that characters who didn't know to level heal immediately can have a chance.


 


May want to mention that, though.  Is it a "larger of X amount of Y times Heal" sort of deal?


 



A few spells have been changed since the launching of the new version of CoN, which is why you were seeing different numbers from those listed. This really only effects the cantrip tier, and a few tier 1 abilities. I'll be sure to update those.


 


I also noticed that Burning Hands did 10 damage in an AoE while Magic Missile did 5 damage single target.  Seemed odd.


 




XP is low, as we're taking a longer term approach to the mod as a whole. While it does seem very slow initially, it does ramp up. In the beginning players will be getting their experience from mostly discovery points, quests, harvesting, elixer crafting, and weapon/armor crafting. As you begin to fight higher level monsters, the experience increases. It's important to note that you do not lose experience on death, so only forward progress is ever made.




 


I'm not sure what you mean by ramp up in this case.  If I hit level 2 and get double the XP from higher level monsters...that's still another 200 enemies to kill.  NWN combat (and DnD combat in general) sucks for the first few levels.  It's not like Diablo or Path of Exile or WoW or Mass Effect 2/3 or DA:2 or other RPGs where level 1 combat is actually expected and designed around.



Obviously it's your world and you can do as you see fit, I just don't see the point in trying to make the first few levels a miserable boring grind.  Makes me not want to continue.


 



Minimaps reset are tied to the fact that your character is not a Cartographer - something that needs to be unlocked in the game.


 


So my character literally forgets where he was 30 seconds ago or something?  I could see the idea of losing the revealed area once you exit the area or if the area is supposed to be a maze...but if it's the outdoor cliffs where I can see for a mile or two all around me, why can I not figure out where I've been?


 




As for the campfires, well, the second campfire is three areas in if you ignore the caves. Some players may get roughed up if they decide to explore every nook before then, but thats the idea with an exploration based world.




 


In most exploration based games, you'd get roughed up if you DIDN'T explore every nook and cranny because you'd be underlevelled.  Given that my HP literally doubling when going to level 2, I am rather concerned about encountering monsters meant for higher level.  If I'm level 20 when I should be level 22 for monsters, probably not a big deal.  But level 2 compared to level 4?  Especially as a caster with no AC and like no HP?  Big deal.


 


Like I said, your world, but I was severely disappointed and bewildered when I tried it.  Was hopeful and wondering when it'd be back online but...yeah.



               
               

               
            

Legacy_EzRemake

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« Reply #38 on: February 06, 2015, 04:24:38 pm »


               

It is mentioned that potions are based off of heal.. If you don't have any heal you will heal a very small amount and no more. Potions also provide a post regeneration effect, based on your heal.


 


Last night I changed around many spells, as they were mostly reflective of the old CoN. The problem these days is people join a new world using a magic users, expect it to be a cakewalk, and when it's not...


 


Again, the experience rate seems low. I get it. But the idea is that experience is supposed to come from multiple sources, not just grinding 100000 monsters. If you want to look at it in terms of "have to grind 10000 chakji", instead of "Let's go explore and craft", then that's a perception problem that I can change. If someone is looking for an action server where the first monster does 1 damage, and gives 200 exp, there are plenty of those. This caters to a different audience.


 


The cartography is just another feature. Buying a 1000 gold map to retain permanent map knowledge is really not a game breaker.


 


It's been related before that CoN is inspired by Souls games (Dark Souls etc), which is why the features and rule sets are they way they are.


 


I hope you find the world you're looking for MM, best of luck!



               
               

               
            

Legacy_MagicalMaster

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2014 Action Adventure - Culling of Nightmares
« Reply #39 on: February 07, 2015, 04:57:11 am »


               


It is mentioned that potions are based off of heal.. If you don't have any heal you will heal a very small amount and no more. Potions also provide a post regeneration effect, based on your heal.




 


I understand that, I was asking if you could mention the "very small amount" part -- since apparently that's at least 6 HP even on the weakest potion.


 



Last night I changed around many spells, as they were mostly reflective of the old CoN. The problem these days is people join a new world using a magic users, expect it to be a cakewalk, and when it's not...


 


Am I missing something here?  It...is a cakewalk.  Send familiar to attack stuff, use mana ray to one-shot mobs, use both cantrips and level 1 spells to one-shot mobs.  In fact, it's the easiest time I've ever had as a level 1 mage on any server.


 


Hell, even if something goes really wrong...can just run away and cast mana ray without even stopping.


 




Again, the experience rate seems low. I get it. But the idea is that experience is supposed to come from multiple sources, not just grinding 100000 monsters. If you want to look at it in terms of "have to grind 10000 chakji", instead of "Let's go explore and craft", then that's a perception problem that I can change. If someone is looking for an action server where the first monster does 1 damage, and gives 200 exp, there are plenty of those. This caters to a different audience.




 


And what sources are those?  I've been picking up wheat for 5 XP, one-shotting goblins for 5 XP, one-shotting goblins for 5 XP, and one-shotting boars for 5 XP.  Across four areas so far.  I've found it to just be...boring.  It's not difficult, engaging, or interesting to me.


 


But that doesn't mean I want a server where you kill 5 harmless monsters and hit level 2 either.  Difficulty at lower levels is fine -- I generally enjoyed the first Swordflight module, for example -- and I routinely have to nerf the bosses I build in my modules because while I find them easy, others find them impossible.


 


I mean, in my free time I lead a WoW guild that has wiped over 300 times trying to kill the hardest bosses in the game (as in, 300+ tries on a single boss) -- and we're one of the best in the world, in the top 0.3% or so.  I've felt compelled to spend several hours a day optimizing for a 1-2% combat boost.  I've never played a game on the non-hardest difficulty in the last 10+ years.


 


So, please, cut out the passive-aggressive sniping.  You don't know me, and assuming that apparently I hate hard stuff or want things handed to me on a silver platter is, quite frankly, insulting.  In fact, what I'm telling you (as a person who IS a "hardcore" gamer, who optimizes the hell out of everything, who throws himself into difficult situations intentionally) is that what you're currently doing is NOT engaging someone like me...who is theoretically supposed to be your ideal audience.


 



I hope you find the world you're looking for MM, best of luck!


 


Thanks.



               
               

               
            

Legacy_icywind1980

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2014 Action Adventure - Culling of Nightmares
« Reply #40 on: February 07, 2015, 10:43:53 am »


               

As someone who played the original CoN and the new, I gotta say that the XP cut was harsh. I mean sure things used to only give like 30xp around level 1, but that's not impossible to deal with. 5xp / kill or find is really grindy and I have to say, boring. I don't know the exact problems that the old mod had, but it was a superior mod vs. this one. The old mod was engaging. This one seems a little bland. It's kind of why I stopped playing. '<img'> Sorry, EZ. I like the dialog and the idea of crafting has always appealed to me in NWN, but this is a real drag at lower levels. I know it's probably more fun with parties, but I'm never on when anyone else is, so it just feels a bit empty to me.



               
               

               
            

Legacy_EzRemake

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2014 Action Adventure - Culling of Nightmares
« Reply #41 on: February 07, 2015, 05:03:03 pm »


               


but it was a superior mod vs. this one.




 


You're probably right.


 


I've already lost hundreds of hours in old CoN, and for a 13 year old game with an increasingly waning and divided population - opportunity cost has come a knockin'.


 


Good luck to all of you.


               
               

               
            

Legacy_icywind1980

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2014 Action Adventure - Culling of Nightmares
« Reply #42 on: February 07, 2015, 06:13:00 pm »


               

EZ, did you take down your forum or ban me from it?



               
               

               
            

Legacy_MagicalMaster

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2014 Action Adventure - Culling of Nightmares
« Reply #43 on: February 07, 2015, 08:00:51 pm »


               

Looks like he took down the forum and the module.



               
               

               
            

Legacy_icywind1980

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2014 Action Adventure - Culling of Nightmares
« Reply #44 on: February 07, 2015, 09:03:46 pm »


               

'<img'> It's not worth taking the server down. Things can be fixed and made better. No need to scrap the whole project.