1. As for the goblin scalps those quests are not ment to be completed in one run. This being a RP server some quests take a little longer time to complete.
I suppose my question is this: what are you trying to teach players?
You load into the world, go through the intro stuff. You find a woman who asks you to kill a rat. You go and kill the rat and complete the quest. Done.
Then the woman asks you get her a flute. You deliver the flute and complete the quest. Done.
Then you go help a guy with some skeletons. You go into the cave and kill some skeletons for rings. Done.
Then you go kill a wererat guy for the skinner. Done.
Then you get a fungus for the herb guy. Done.
Then you get another fungus for the herb guy's construct. Done.
Then you go clear out all of the Low Forest goblins for a bounty. Not done. Then you clear them out again. Not done. Then you clear them out again. Maybe done at this point.
One of these things is not like the others!
I mean, you could easily have made a bounty quest that went "Prove you are an excellent bounty hunter by collecting 20 Low Forest goblin scalps, 20 High Forest goblin scalps, 20 Fogbeast eyes, 20 of another thing, and finally 20 more of a final thing" and had each mob drop one quest item each. That would have taken much longer and spanned a bunch of levels compared to the other quests...but you're still not repeating the same "dungeon" multiple times to do *one* quest.
Magical Misiles - and most other damage spells - are indeed upgraded. And yes since you moved through 2 seperate level encounter zones and into various "3. ranking" areas you did indeed encounter mobs of levels overpowering for a level 5-6 character.
I'm not sure you understand my concern here.
1, the description for MM seems wrong on the site. I was not getting hit for 1d6 + 1 if I was taking 9 damage on some missiles.
2, MM seems awfully powerful in general -- it is literally flat out better than ILMS now. ILMS is 1d4 + 1 per level, cap of 10 as a level 4 spell. MM is 1d6 + 1 per level, cap of 20 as a level 1 spell. Something's not right.
3, if I'm a level 12 rogue, I literally have about 96 HP (6 per level plus 2 extra from Con). I would STILL get one-shot by those goblin mages if both launch Magic Missile at me since I'd take about 100 damage in a second or two.
People always restart in the OOC area when logging back into the game. This has to do with the balance of rest restriction, spellreset when loggin into server, and some areas being "none sleep".
Is there a way to teleport to party members, then? I mean, if Icywind and I spend 20 minutes traveling to some far off dungeon and then spend another 45 minutes working our way through it and then my internet flickers...saying that I need to start all over is kind of awful. If I could teleport back to him would be less of an issue but that would be open to abuse too (port to inn, rest, teleport back).
In the upgraded dialog of "Jorgen the skinner" - the quest NPC for the normal sewer - he specifically tells you how to get to the sewers. He also warns you of magical missiles - that you will encounter here for the first time if you follow the new and improved player dialog guidelines - and tells you how to counter them...
I suppose I can make a second character to try to find out? Like I said, when I went to talk to him after the changes he simply immediately gave me credit for finishing the quest that I never did.
HDid you throw away the magical robe tobias gave you ? if not you should be quite able to get over the gorge...
( just the same i see you mention a possible dead-end-error and i shall emidiatly see to it that tobias checks players for the robe and gives them the option of a getting a new one if they do not. )
I think he took the rope back when I turned in the quest originally? I haven't thrown away any quest items but I don't believe I have that rope anymore.
8.The boys dialog, the wizards dialog and the actual placement of the wizard is changed. You now meet the wizard in the Harbor district, where he will tell you to take the boat and also gives you hint about how to activate a teleportring on the new continent for future use from the "Heroes Rest" inn. - The intire cave entrance is now unnessecary and no dialogs hints to it.
You may want to change something about the cave, then, like block off that section or something. Otherwise someone explore can easily stumble onto it and always wonder what it's for (answer: nothing).
Overall what you describe as alot of backtracking is quite similar to normal life. We get a "mission" and we return when it is done. Then we either get a new one or we move on. Rarely are we aware of the future and thus the intire A > B > C > D philosphy oftern turns into A > C > D > B or whatever. Bare in mind that while we have spend alot of time trying to insure that players continuously have quests to embarge on this is not a strategic hackNslach module and as such everything is not always streamlined, nor is it intended to be.
I'm not sure I'm expressing myself clearly here. My problem is not A > B > C > D turning into A > C > D > B. That's perfectly fine. Go out of "order," mix things up, etc.
My problem is A > B > C > D turning into A > B > A > B > C > B > A > B > C > D > C > B > A. If A is the town, B is the low forest, C is the high forest, and D is the fog beasts...then at that point I've theoretically had to fight through the Low Forest goblins five different times! I mean, I feel I might as well just run past stuff, there's literally no point to me actually fighting them if I'm at the point where I'm fighting the fog beasts. It's just annoying.
It just seems that, for example, you could put the entrance to the High Forest closer to the entrance of the Low Forest goblin section so that if you're going to the High Forest you could skip most if not all of the Low Forest goblins (but if you wanted to fight all of the Low Forest goblins then you could still do so).
I highly recommend buying a rod of the ghost or two at the magic shop. That will stop those pesky magic missiles dead in their tracks!
That's what I thought about trying to find, it just seems a bit off that a level 1 spell is more than three times as dangerous as a Fireball, y'know? Plus no save or elemental resistance for MM.
I agree, this server is def more of a RP server than an action server, but there is action to be had for sure. It's just a bit slow, especially if one is alone.
I'm honestly not even sure what that really means, though. I mean, the idea of "grind the goblins for an hour or two (and clear the entire area multiple times) to complete a quest" seems it would come straight out of an action server where it's mostly just about killing lots of stuff. I'd expect an RP server to have more focus on story, quests, and exploration rather than just killing lots of stuff again and again and again.
I mean, when World of Warcraft has more focus on story/lore than most RP servers in NWN, that's kind of a sad state of affairs. Hell, most RP servers will literally just give you a list (if you're lucky) of level-relevant zones to go grind mobs at (just like action servers).