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Yes, the game has gotten tougher, that´s for sure, but I love every minute of it!
Some problems that I want to adress here:
why the extremly long savingtime? Maybe it has to do with the crafting and all the new stuff?
I hate that the logs is erased after the server goes down. It would be nice if this could be fixed.
Yes, the random drow assassin squad (with their evil leader!) spawning in the Merchant Hall and at the Armorer must be stopped. The leader is pretty hard with his high dam/res and his minions is no walk in the park. For low lvl chars it must be certain death?
And finally, some good news: after a long and a hard fought battle through dark forests and evil minions 2 brave adventureres were finally able to collect the fifth and final piece of the Staff. Anduin awaits, and the quest for the Crown continues..
Thanks Angcuru for joining with 2 weary adventurers and telling such a marvellous tale!

Asmo, aka Bognar the dwarf
 

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Morrus said:
Ah... could you not do that, Chaz? It screws with the economy, and I'm trying to slowly introduce a working player-based economy (started by introducing the crafting system, and will eventually be phasing out the NPC vendors).
Hmm... if that module is similar to the PoA I am playing (which I guess is the basic version), this will be tough to do.

Why?

Respawning treasure.

Just from my own experience there, it is absolutely no problem to get huge amounts of money, if you are dedicated enough and know where to look. At a moderate level it takes only a couple minutes to get like 30~40k.

This is not easily solved, since you cannot simply increase the time between respawns, because it screws over the ones that come second (or third or fourth ;)). Respawns are needed in a persistent world.

Maybe it would be reasonable to reduce the value of gold and uber selling goods you can find there?

Bye
Thanee
 

Thanee said:
Hmm... if that module is similar to the PoA I am playing (which I guess is the basic version), this will be tough to do.

Why?

Respawning treasure.

Just from my own experience there, it is absolutely no problem to get huge amounts of money, if you are dedicated enough and know where to look. At a moderate level it takes only a couple minutes to get like 30~40k.

This is not easily solved, since you cannot simply increase the time between respawns, because it screws over the ones that come second (or third or fourth ;)). Respawns are needed in a persistent world.

Maybe it would be reasonable to reduce the value of gold and uber selling goods you can find there?

Bye
Thanee


You don't award Gold. You award a token to collect a bounty. (Scale, bone, feather etc.)

Use NWNX2 or even simply flags (but you run out of those fast, so NWNX2 is a better idea) to keep track of it.

This provides a wholly customizeable diminshing return for bounty payouts when you have too many of the same token. You can control your campaign gold far more easily in this fashion.
 

Need some low-level party members

I've been playing for a couple of nights and, while I think it's a great module, it's kinda lonely out there. Angcuru and the other higher-ups sail by and occasionally heal me, but mostly my fighter has been dying. A lot. Drow assassins, lizardmen, nether bats, sheesh. If anyone's looking for a good flanker, please find Moe DeLozier. He's a cheerful sort, running around posting notices on bulletin boards and selling fire beetle bellies. And dying a lot. :D
 

Well, but there should still be treasure hordes and equipment you could find, or not? :)

Speaking of that stuff mostly. Like if you know a place, where a 20k gold pile can be found, you can go there and fetch it pretty easily, especially once you are a bit higher level than what the location is meant for usually.

Bye
Thanee
 

There are ways to offset that by limiting or controlling trade. For example, don't allow a PC to sell 60,000 GP worth of equipment to a local merchant. If he had 60,000 GP (or, more likely, when you count the business he does in just a week, several million GP), he wouldn't be living in a little place like Ascension!

What I've done is limit the town merchants to a max price, so they can buy stuff off starting players to help them get started, but can't purchase national treasures from higher level PCs.

I'm trying to create a player merchant. You leave stock with the merchant, and get paid (less his commission) once someone else buys it.
 

Morrus said:
There are ways to offset that by limiting or controlling trade. For example, don't allow a PC to sell 60,000 GP worth of equipment to a local merchant. If he had 60,000 GP (or, more likely, when you count the business he does in just a week, several million GP), he wouldn't be living in a little place like Ascension!

What I've done is limit the town merchants to a max price, so they can buy stuff off starting players to help them get started, but can't purchase national treasures from higher level PCs.

I'm trying to create a player merchant. You leave stock with the merchant, and get paid (less his commission) once someone else buys it.
You played Horizons at all, Morrus? The crafting system, etc etc for this NWN thing really remind me of Horizons...:)
 


Asmo, as Kebur would say: "Well done my friend!" :)
Both Bognar and Elendiel are an inspiration!

WampusCat43, I'm sorry I can't do more for Moe, beyond the occasional healing or spell boost. Adventuring alone isn't as much fun, that's for sure. But hopefully there will be other characters you can hook up with.

Jetzer, I haven't seen you in a while. Hope to run into you soon.

I agree that the drows are tough! While maybe I could handle some of them, their leader is beyond my power...

I suppose starting an economy is a slow process. I'm not sure how many regular players there are at this time. And how many are needed to have a good player-based economy.

I wanted to contribute last night and started collecting a few resources. However, I found out that merchants won't buy raw resources. And I realized that I couldn't use a miner's pick, woodcutter's axe or smith hammer because they are all set up as martial weapons... (a proficience I lack, as a cleric). Simply having them in your inventory isn't enough, you have to equip them. I'm not sure if this was intended or not?

After a long look at the CNR recipe lists, saying the whole crafting system being intimidating seems like an understatement! ;) There are very cool recipes though.

When I started making a list of the ingredients required to make a scroll (an item that can only be used once at that), I was kind of discouraged! Nevertheless, I set to the task. I quickly had to give up (for the moment), for a lack of glass vial (and then, the tinkering tools required to make it).

Once I get my hands on the basic ingredients I need, I'll give it another try.
On the other hand, I love that recipe scroll I bought. It's a really nice and cool item. I'll be putting it to good use.

Morrus, thanks for all your efforts in setting this up. And that player merchant sounds interesting.
 

I think the thing to do is figure out how to do a few things and just stick to them. You'll never have the skills to do everything anyway. Once you've done it once, you'll find the whole process is easier than you think - I had that very experience, but after making some armour, realised that the whole thing is actually fairly simple.
 

Into the Woods

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