Post by mireigi on Aug 12, 2015 4:16:30 GMT -5
Below I've compiled a list of suggestions based on my own experiences, talking with other players, and reading the forums. I think that the server is in a good state currently, but there is so much more that could be done, hence the compiled list.
I have very limited experience with the toolset, aside from creating a few simple areas, so not all of my suggestions may be possible, let alone viable. That being said, however, I've seen PE do amazing work that I didn't think was possible with a game as old as NWN2.
Let me know what you all think about the suggestions. If you disagree with some or all of the suggestions, then please state why in a constructive manner. If you only wish to tell me how stupid my suggestions are, then please leave the thread alone until you have something constructive to add.
Crafting
I have very limited experience with the toolset, aside from creating a few simple areas, so not all of my suggestions may be possible, let alone viable. That being said, however, I've seen PE do amazing work that I didn't think was possible with a game as old as NWN2.
Let me know what you all think about the suggestions. If you disagree with some or all of the suggestions, then please state why in a constructive manner. If you only wish to tell me how stupid my suggestions are, then please leave the thread alone until you have something constructive to add.
Crafting
Remove monetary costs for crafting*Introduce a weekly rental payment for the rooms at the Crafters Hall, but keep it low ($100 - $150 per week)*This is to offset the reduced costs of crafting individual items, essentially moving the cost something that makes more sense
- Make crafted items deconstructible, but do not give any XP for it, only providing a means to recover X% of the materials used
- Introduce dependencies on other crafters
- Ie a set of plate gauntlets are always worn over a set of leather gloves, so a blacksmith would need to commission a pair from a leatherworker
- When player housing is introduced (not rooms at inns), allow for crafters to have all their own equipment at their house
*: Redacted due to inflation issues.
Loot
- Make loot quality scale better with average party level, ranging from half the party level, to one-and-a-half party level
- Ie a party level of 4 would provide items ranging from 2 - 6. A party level of 9 would provide 4 - 13
- Limit the max item level to twice the CR of the area, meaning that a CR of 6 cannot give better than level 12 items, regardless of party level
- Introduce more trash loot, such as shiny baubles, broken armor and weapons, novelty items, art items, etc
Item descriptions
- List every stat on all items
- Such as the damage bonus to unarmed for light/medium/heavy armor gloves*
- Such as the damage bonus to unarmed for light/medium/heavy armor gloves*
- Add duration and rate of consumption to items with triggered abilities
- Such as flame or electric weapons
- Such as flame or electric weapons
Dungeons
- Mix up the spawn groups more for intelligent monsters to include
- Cannon fodder that swarm but is easy to kill, and not really dangerous except in numbers
- Supporters that heal others and/or try to control the battlefield in some way (smoke/incendiary bombs)
- High-value targets that either do a lot of damage, are hard to kill, or inspire Cannon fodder with their presence
- Cannon fodder that swarm but is easy to kill, and not really dangerous except in numbers
- Black out all dungeon maps, they are purely OOC
Traps
- Make traps easier to interact with once detected
- Make it possible to loot traps rather than just destroy/disable them
- Give players the ability to set their own traps
Skills
- Weapon skill gains should be purely based on hitting an opponent, not whether or not the attack deals any damage
- Natural 20 rolls should award double skill gain
- Natural 20 rolls should award double skill gain
- Armor skill gains should be dependant on the armor type
- Light - Dodging an attack awards more skill xp than getting hit
- Medium - Dodging or getting hit awards the same skill xp
- Heavy - Dodging awards less skill xp than getting hit
- Light - Dodging an attack awards more skill xp than getting hit
- The skill progress bars need to have numeric indicators
- Skill feat lists needs to be better organized and sorted
- Group by feat line (eg. Power Attack I - V is grouped under Power Attack)
- Sort groups by name, but ranks by required skill level
- Move passive bonuses to the skill feat list too, rather than have them listed only in the skill description
- Group by feat line (eg. Power Attack I - V is grouped under Power Attack)
Having multiple feats related to a single skill, should complement future skill gains due to specialization
- Ie picking Light Armor Defense, and Light Armor Movement, should give a small percentage increase to Light Armor skill gains
Player-owned rooms
- The rooms are way too dark, and should come with sufficient sources of light that can be replaced with bought placeables
- More placeables, including, but not limited to
- Beds, chairs, coat-hangers, desks, couches, night-stands, art-decorum, armor stands, baths, light sources, pets
- Placeables sometimes disappear when in a party and the guests leave first
- Fixable by having room exit scripts only run when the owner leaves, and only if they are the last person in the room
Stealth
- Needs some love. It is currently underwhelming due to
- Dealing a maximum of 10 damage over one minute by waiting thirty seconds next to a monster
- Damage dealt per round is halved if the target passes a save (seems to round the damage down)
- All armor, including light, incurring cumulative penalties to Stealth well beyond the bonuses afforded by the skill levels until level 50+
Combat style balancing
- There is too great disparity between the different combat styles
- Two-handed has unreliable damage per hit, with few attacks, while sacrificing survivability
Two-handed is the best reliable overall damage option** - Guns do good damage currently, but the spiking crits might be too high compared to other options
Guns are too unreliable, often doing no damage, then suddenly critting for well over 100** - One-handed (with shield) is the best all-round style, though it sometimes fails to break the DR of enemies
- One-handed (without shield) doesn't seem to be a desired style, as it performs just like when using a shield, but without the added protection
- Consider making this style more capable at dodging attacks, or give a slight increase to AB
Unarmed is a long-term investment that is currently not viable early on due to pitiful damage
- Historically unarmed combat relies on the skill of the fighter, not on the gloves worn or any other contraptions. As such, only the following should be considered unarmed items*
- Knuckle irons
- Plated or spiked gloves
- Steel-tipped boots (for Circle-kick only)
- Elbow/knee spikes/plating
- Knuckle irons
- Consider increasing the die used for every 10 levels in Unarmed, rather than adding a flat +1 bonus
0 - 9 : 1d3
10 - 19 : 2d3
20 - 29 : 2d4
30 - 39 : 3d4
40 - 49 : 3d5
50 - 59 : 4d5
60 - 69 : 4d6
70 - 79 : 5d6
80 - 89 : 5d7
90 - 99 : 6d7
100 : 6d8
- Historically unarmed combat relies on the skill of the fighter, not on the gloves worn or any other contraptions. As such, only the following should be considered unarmed items*
*: Jack-hammers, claws, or anything else strapped to the fists/arms are actual weapons, and doesn't conform to unarmed combat. Unarmed combat is using your body as a weapon, not strapping weapons to your body.
**: Updated to reflect changes since notes were first scribbled down
Skill training
- It would be a welcome change if there were training dummies or clockwork training bots that could be used to prepare for actaul combat
- Training dummies could add a bonus to skill gains for the chosen weapon
- Clockwork bots could attack a character to add a bonus to skill gains for the type of armor worn
- NPC trainers could be hired to attack/defend against the player character, for a bonus to overall combat skill gains
- Training dummies could add a bonus to skill gains for the chosen weapon
- NPC crafting trainers could be available teach player characters in some fashion
- The best option would be for players characters to be able to train other player characters through some form of mini-game or RP interaction