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Post by Naraldur on Jul 14, 2004 16:05:56 GMT
From a different thread:
This seems like an excellent idea, except that it would be insufferably annoying to not be able to pick up where you left off.
However, perhaps this could be covered with the Kehaar books. My idea would be to make a fourth entry in the books that is persistent, cannot be overwritten, and takes the PC back to his/her "base" area, updating automatically at levels 11 and 21. I would make the areas something like:
level 1-10: West Styne Inn level 11-20: Styne Village "Destiny" Inn (easy access to crypts for the middle levels, also, more frontier-esque) level 21+: Castille City (there's an inn there right?)
Being based at inns would add some of the importance that fantasy settings usually place on inns which is lacking in IoF.
Of course, there would have to be significant structure changes to accomodate this. I think this would be practical to do. It would require the following:
1)Shops. A store with items of level requirements 1-10 in West styne, one with items level 1-20 in "Destiny" (focus on 11-20 though, no lesser amulets of health when we can have greater, no rings of protect just +1, etc.), one with epic items (and everything else, really) in Castille's Inn. No point in being based in Castille if you have to go back to Styne to sell loot.
2)Crafting. Forges, bowyers racks, etc.
3)Convenient central meeting area. West Styne has that campfire. The village could have a room attached to the inn (outside would get in the way of the Marsh quest). Castille could have some big fancy pavilion, since it's "epic."
4)Quest starts for the repsective levels. West Styne has this, others could be added as time permits. This isn't the highest priority, it would just be optimal if it could be implemented eventually.
I don't see this taking more than a couple days of work, sans the quests. One day do make the structural changes: building additions are fairly easy, stores take longer but not much (for item decisions). One day for scripting the fourth entry that updates (this is arbitrary, as I honestly don't know how hard it would be to script, not being one to do it, but it SOUNDS simple). quests can be added at convenience, or even not at all.
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Post by CloveClovenhoof on Jul 14, 2004 17:15:15 GMT
Yay! Someone likes my idea I think one of the problematic issues in Fredian is the wide range of levels from character to character, when they occupy the same space (otherwise I think Fredian rocks!). I've been destroyed by warped barbarians a couple times now (although I'd say its partly the fault of my curiosity). It would be kinda cool if everyone I looked at wasn't challenge rating: impossible, with flaming swords of death n' stuff. Its been said that DM's tend to cater to higher level players, and with good reason. They've been around longer and are dedicated players. However I think that having a core group of players with levels around 20+ makes the challenge rating of any event that is staged stratospheric, and out of the reach of lower level players. Thus lower level players concetrate of leveling and training, and forget the fun of seeing a character advance through stories. ofcourse the flip side of cutting interaction between characters of disparate levels, is that you are cutting interaction period, which can lead to clique-iness amongst said groups.
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Post by Phoenix on Jul 15, 2004 9:25:15 GMT
We have tried to 'move' people out of w. styne before, it didn't work very well.
How do you plan on 'making' people go/hang out at these places?
A Kehaar entry isn't going to do it, I can walk there, pretty quick. There is a portal near at or near all those places...
W. Styne is a hub based on several things, by design. In order to 'move' people to a new hub, new areas of interest must be made to move the 'traffic' of people to that area, cross enough traffic lines, and you get a hub.
Castille is the obvious choice for a new hub, but player action alone hasn't been able to make that happen. I feel it will take new areas on interest built around any place to make a new hub.
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Post by CloveClovenhoof on Jul 15, 2004 9:41:37 GMT
We have tried to 'move' people out of w. styne before, it didn't work very well. How do you plan on 'making' people go/hang out at these places? A Kehaar entry isn't going to do it, I can walk there, pretty quick. There is a portal near at or near all those places... W. Styne is a hub based on several things, by design. In order to 'move' people to a new hub, new areas of interest must be made to move the 'traffic' of people to that area, cross enough traffic lines, and you get a hub. Castille is the obvious choice for a new hub, but player action alone hasn't been able to make that happen. I feel it will take new areas on interest built around any place to make a new hub. Yeah, I can see your point. I guess we thought that people would congregate where ever they spawned in. Would Castille look more interesting if players spawned in within eye shot of the Castille camp fire? I don't know. I guess only if there were other players there.
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Post by ElithReliner on Jul 15, 2004 9:52:20 GMT
What has worked for me is making another town my character's home base & for the most part avoiding W. Styne. In the few weeks that I have been spending time away from W. Styne I have been greeting people I see in the areas I like to spend time in. Already this has given other players that I RP with a sense of where they can find me most of the time. It's a slow process, but worth the time taken because I'm not always in the middle of whatever bru-ha-ha is going on in W. Styne. Give it a try yourselves. You could even start congregating around the tree in North Styne (by the temple), people run past there all the time.
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Post by Makzimia on Jul 15, 2004 9:58:45 GMT
Never has ceased to amaze me. I put in Inns all over with lively NPC's and the quests in, and no one hardly ever uses them... that was why the fire happened in West Styne, then the fountain, which I think is wonderful with seating around nearby to the large park in Castille City Gates, but Castille's Inn is big, well setup... anyone ever just go into Inns??? It really comes down to human nature, and familiarity. I will not be moving the entry point for Fredian. I will be building some more once I get over a bit of hump time I am in at the moment, and a vacation week after next. Makz.
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Post by ElithReliner on Jul 15, 2004 10:08:45 GMT
About the Inns:
I think a lot of the problem with the Inns is that they are too full of non-quest NPCs and not out in the open (people seem to stick to the outdoors on Fredian). What do I mean about too full? Stop in Whillem, my gods those guards spend a lot of time in there.
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Post by Silentus on Jul 15, 2004 10:13:47 GMT
There are a few things making W Styne so attractive:
1. History: First and formemost what makes it so attractive is that it has been. When Im looking for something to do, I go where I think I might find other people... that has been WS, so that is where I will tend ot go first.
2. Ease of Travel: Simple fact is if its near a KeHaar stone, it is much more attractive. The only place that is easier to get to and from is Whillem which has a KeHaar stone and a portal.
3. Amenities: Its by alot of quest start points, it has crafting areas, its next to the mines, its by hunting grounds.
I believe for us to be able to successfully move focus away from styne, it would be CRITICAL to remove the KeHaar stone from the Lower Fredian Forest. If the book then allowed for KeHaar access to a regional level (low levels to Styne, high levels to Castille) I think this MIGHT have a chance of working.
My 2 coppers.
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Post by Phoenix on Jul 15, 2004 10:16:00 GMT
It's hard to RP in a room with all the NPC chatting going on. Often I kill the NPCs (even if it's ooc) just to have a conversation. That's why I avoid them in general... That and I don't do NPC quests much, as I explore anyways.
Makz, I don't think the entry point needs to be changed. I do think more areas of interest around Castille would help. Maybe some more obvious 'training' areas and some crafting supplies (gems, rocks, flowers). KISS
Actually.... That's another though. You have the gems, animals, and rocks spread out, but all the flowers seem to be central. I know tailoring IS hard, but only because of the way the scale works, not collection of crafting items. What about moving specific flowers to other areas, maybe in the new ones I'm proposing around Castille.
All pie in the sky stuff to think about...
edit: I don't think we should look at taking away focus from WS, but adding stuff to other areas to draw attention there.
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serpitus
Elder
I think the gerbil has fallen off the wheel!
Posts: 143
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Post by serpitus on Jul 15, 2004 10:18:39 GMT
Not dispute you Elith but the NPC's are in, and makz has said this before but I don't want have to find the quote, the inside of bldg's for very valid History of the Island reasons. Not to mention the reduction of lag caused by the otherwise annoying, ah no loveable, pests, ah no helpfull people. Just kidding the new NPC interactions are great. But to get back they are inside for a reason. you got to be fool hardy to walk around in the open in Fredian with the weather the drow/monsters everywhere and such.
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Post by Silentus on Jul 15, 2004 10:38:20 GMT
--- Project WS Ghost Town --- Wren and Shard may not like it, but here's what Im going to do... I'm going to try (again) to keep Vugor's (lonely) backside in Castille as much as (is orcishly) possible. I recommend that others attempt to do the same. If this can be changed, character interaction is the key - that starts with us. I may be lonely sitting in Castille by myself, but Ill give it a go - perhaps other seniors juniors or anyone could make that same effort. Some of us have been thru this before with little result but... Beyond that, Ill try to use the Castille Crafthall more than the others. Whillem is Vugor's personal favorite and with Mys on his deathbed Vugor doesnt even mind being there again, but again it isnt going to happen by itself. I invite... no, I challenge mid-level and higher characters to stay out of WS as much as they can and see what develops.
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Post by Makzimia on Jul 15, 2004 10:56:04 GMT
I would rather not turn West Styne into a ghost town however, removing elements that do not *NEED* to be there is certainly desireable. On the matter of NPC's if ANYONE had been paying attention, some time ago, in reference at the VERY least to Whillem Inn, I removed the approach PC's with talk option on ALL of the NPC's. The only thing they do now is the random Inn chatter. Think about this logically, if you are in a pub somewhere... and it is a popular one, how quiet is it? Doesn't mean I do not empathise with the chatter going on as well in a medium that relies on text, however, a use of the chat window properly can sort that out there is an option to remove chat, and just have say party chat if you want, and or split it off to the secondary window. I REALLY don't think I am going to ever remove the life blood of Fredian's NPC's that although annoying to some, are in fact part of the culture and overall atmosphere I spent many months of my life on now. Cheers, Makz.
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serpitus
Elder
I think the gerbil has fallen off the wheel!
Posts: 143
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Post by serpitus on Jul 15, 2004 11:51:34 GMT
Can some one put this in the
Important Information - FAQ
LOW: TechTips - Useful player configuration info Of important
*nods at silentus* Or maybe explain it to me. I know this is off beam for this thread but When I'm crafting, and I'm sure most people do, I tend to bs with others OOC. Not having the "attempting to craft" coming up every 2 seconds from me or someone else in the hall would be great. ;D
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Post by Silentus on Jul 15, 2004 13:22:47 GMT
Someone has to tell me how to do it first
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Post by addicted2rpg on Jul 15, 2004 14:24:07 GMT
Move your mouse like you are going to re-size your window. Instead of left-clicking and shifting the frame up or down, RIGHT click and see what happens A little radial menu will appear that will allow you to do some various chat configurations.
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