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Post by clangeddin on Sept 27, 2014 19:30:48 GMT -5
After talking to a developer in-game (WhyEmmDee) I have decided it would be a good idea to post on the forums my feedback about the server. All of this is rigorously "imho", of course.
The Pros:
- Excellent Writing. - Very good setting and environment so far. - The new systems and mechanics are great and a breath of fresh air in NwN2. - Very well balanced as far as I could see.
The Cons:
- Lack of clarity about new mechanics and how they work. For example the armors have all those numbers next to their value and it's really hard to understand what they mean without an explanation. - Lots of darkness and lack of torches early on. I had lots of trouble understand where to go at first. I suppose this is a design choice to give a "survival" feel to the adventure, but please consider adding more torches or making them last longer. I had run out of torches in the sewers and it was not pretty.
Potential Concerns (not sure about these ones, they would require a more extensive build to judge):
- I see there is no level cap and I could bump skills past 300 in the test area. This is not a powergaming issue, but more a "differentiation" one. Are all toons gonna end up being the same at high levels with all skills past 90 and all abilities unlocked? I know that there is some choice at same point (level III abilities), but it does not appear to make that much of a difference. The same applies to baseline attributes such as health, carry and stamina. - The prologue appears to be a zone where it won't be possible to go back to in the normal game (now we can because at the end of open beta you are sent to test area with a portal back to beginning, but I doubt this will be in final version). For example, if we lose Scarlett's Ring or the Rat Sewer bestiary entry have we lost them permanently? and if yes, are we going to be heavily penalized for it?
Still, I have to say that overall it was a very positive experience and I'm really impressed by this server. Had lots of fun in the few hours I played. I hope to see this get out of beta as soon as possible and become a full-fledged persistent world.
Keep up the good work.
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Post by Psionic-Entity on Sept 28, 2014 16:51:47 GMT -5
Hi and thanks a bunch for posting feedback and bug reports. I'm going to go in and make some changes tonight/tomorrow but to answer a few issues:
- I'm going to try to write a script that pops up a tutorial about item properties hooked on to your examine window, so that when you examine armor it pops up and tells you what everything does. - Running out of torches isn't intended unless you take Leif's path and forget to buy more (after he warns you to). I'll add some more to the early parts of the sewers. - Level cap on skills will be 100. I'm envisioning characters specializing based on ability selection since it's limited and later in the game abilities come a lot less frequently. Might also limit the number of times you can earn XP from skill increases to a certain level so that the optimal playstyle doesn't end up being trying to level all four weapon skills. - There's another way to get Scarlett's ring planned for act 1. Rat bestiary entry will be purchasable in Calidor if you don't get it during the prologue.
I'd also be interested in hearing how you heard about us. Haven't had the best luck with advertising to other nwn2 players so any feedback on that aspect would be highly appreciated as well.
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Post by clangeddin on Sept 28, 2014 19:11:33 GMT -5
Glad to hear you're working out on the issues. As for how I heard about you, I didn't. I just launched NWN2 as usual and saw a new server on the list and decided to give it a try.
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Post by greypawn on Jan 9, 2015 13:48:22 GMT -5
I think my quick critique mirrors clangeddin's a bit.
Pros:
> Great writing from YMD, though I did find one typo where the elf gives you directions at the entrance of the sewer. You actually stop and read instead of just wanting to click to advance, well done. > PE's code is fantastic, no surprise there. You removed that 'MUST LVL' feel and thus removed one of my least favorite parts of RPGs.
Cons:
> Like clangeddin, I had issues with the darkness. Figured it was just because I played in a well lit room during the day. > Prologue is too long. I might want to play through it once or twice but in an online world sometimes you just want to get to the player hub and interact with people.
Thoughts and Concerns:
> Setting. Its pretty neat, gun powder and grenades have replaced the magic element! I enjoy it myself but... I fear the setting might not hold a great appeal to the general body of players who still play NWN2. Player draw is not the only concern with the setting. What you have available in the toolset and what you'd need for the setting with creature, items, and other models might become problematic and limit future development and expansion of the module. Finding a modeler or encouraging somebody on your team might help this.
> Everybody is the same? With the mechanical system the way it is, and I could be completely wrong as I've only taken a few hours to play with it, but... it seems like all characters will essentially be the same mechanically. Two epic characters standing next to each other will probably have close to or exact stats making character uniqueness and replayablity a concern. Nothing stopping me from maxing out every stat? Will the only differentiating factor be character race?
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Post by Psionic-Entity on Jan 9, 2015 15:56:00 GMT -5
Thanks for the post. To clarify, my current plans for the prologue:
- Beach area will be cut down substantially, sucks to delete all the work up there but that entire section after going up the stairs is unnecessary. - First sewer area also to be cut down. This one not as much, but I want it to be one or two encounters per journal message so I'm going to cut about 50% of the encounters there. - Hideout area also going to get a bit chopped. Also going to cut off certain heavy armors and high damage weapons from very low level bandit spawns. - Beggar's cross will be the first "hub" with an inn you can rent rooms at, more merchants, and some other dungeons. - Revamp the areas after the cross. I'm thinking two encounters between the dog and wagon and two after. - Option to skip the prologue for alts if you've done it once.
Might do some more tweaks but that's on the board as of now. For the other stuff:
- I was hoping that adding the night vision potions would have assisted with the darkness. No good? If so, any ideas for where I could add more lights? - I'm kinda worried about player draw but if I tried an FR world I'd burn out quick. Hoping the addition of more tech stuff satiates the magic people. Suggestions more than welcome. - Modelling is a big concern. I'd sacrifice several small furry animals for a modeler. Without one the plan is to make do with few models and occasionally try to bum favors on the OF, and to keep pestering Aamb.
Sameness could be an issue but I've got a few things I hope will prevent it:
- Everyone can level every skill to 100 but XP gain is limited after you level a few skills that high. Basically in every 10 levels there's a pool of XP you can earn for levelling skills there, and after you reach a threshold you start getting less and less and eventually zero. - Characters can't afford to have all the abilities, and passives are almost mandatory. - Choosing HP, stamina, and carry does affect your play style.
Overall I'm expecting less build variation than nwn2 but, if anything, more variation in what PCs actually do.
- Heavy, medium, and light armor are distinguished a lot more and it's not just a matter of being one of DEX AC, Arcane, or Full Plate (Mithral if you have class restrictions). Light is high AC, high speed, high stealth, high carry. Medium is high stamina with good AC and Armor. Heavy is ultimate Armor and resistance at the cost of lots of your carry and stamina. On top of that you have block, which can let you prolong a fight to use more high stamina abilities if you have them. -Similar story with the five weapon skills, once you got your passives at least. Two-Weapon for high damage output, super effectiveness against blockers, and generally lots of hits on weapons with properties. Two-Handed for splash damage, great performance against armor, but weakness against blockers. Sword and Board for the best defense and the option to outswing people trying to block at a cost of stamina. Plus you have unarmed, which has the only stun ability in the game despite being a little inferior in other aspects. - Even on top of the melee variance there's other stuff. Speccing stealth costs you, but sneak attack is extremely strong. Speccing demolitions costs abilities too, but it's basically mandatory if you want your grenades to count at high levels. Going in to marksmanship costs a lot but eventually you become able to shoot in melee and do other sorts of tricks, plus your gun options get really good if you take the ability trees needed to make them hit. - Finally there's equipment. Heavily modded equipment is extremely pricey and you can choose stuff that adds weight (requires carry), adds abilities (requires ammo and stamina), or just improves stuff (not as good without the downsides). If you choose one for your level 100 stuff it will be a long time before you can afford to change it.
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Post by rapsam2003 on May 24, 2016 15:54:46 GMT -5
If you'd permit a suggestion, you could take a page from the Planescape Campaign setting and have the "Police" as a sort of independent group that just happen to act as the police, as opposed to an actual city department. See here: mimir.net/psmush/hardheads.shtmlSo, instead of "Calidor City Police Department", name them you would as a mercenary company.
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Post by Fuzz on May 24, 2016 17:45:34 GMT -5
If you'd permit a suggestion, you could take a page from the Planescape Campaign setting and have the "Police" as a sort of independent group that just happen to act as the police, as opposed to an actual city department. See here: mimir.net/psmush/hardheads.shtmlSo, instead of "Calidor City Police Department", name them you would as a mercenary company. One step ahead of you... please see the For Launch: Factions and you! thread!
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