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Designer/Developer Praise Thread
https://www.amiaworld.net/phpBB3/viewtopic.php?f=2&t=76937
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Author:  Rigela [ Sat, Jul 25 2015, 13:57 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Big yay for the updates in Wiltun/Shadowscape/plane. Much <3

Author:  T0mc4t89 [ Tue, Aug 18 2015, 21:50 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Latest update:
Image

That is all.

Continue the good work!

Author:  SkyfallingHaven [ Wed, Aug 19 2015, 12:25 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Huge praise to last update. I love the new looks in Howness. ^.^

Author:  RaveN [ Thu, Aug 27 2015, 21:24 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Terra777, thanks for all of your hard work over time. Although many people never actually know, or recognize, (since only designers get praised, since most people can't see the internal) I will just say your work actually inspires me to be better.

Author:  TheCortroy [ Thu, Aug 27 2015, 21:38 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Faded Wings wrote:
Terra777, thanks for all of your hard work over time. Although many people never actually know, or recognize, (since only designers get praised, since most people can't see the internal) I will just say your work actually inspires me to be better.


This can't be said enough.

Also, Msheleer and Letum and all the other folk on the team for all the crap they have to deal with. I'm dumbfounded on how you guys do it, and you don't get nearly enough praise for all the work you do. Thank you.

Author:  Dark Immolation [ Wed, Sep 02 2015, 7:31 AM ]
Post subject:  Re: Designer/Developer Praise Thread

Beldor's reaction to a certain addition to Bmia

Great work, guys. Now if only people stopped assuming I knew about things when I never did! >_>

Author:  Ts_ [ Tue, Sep 15 2015, 20:49 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Great comments on West Cordor from the Cordor common folks. Thanks for that. (Not sure if this is new, just noticed them.)

Author:  Anatida [ Tue, Sep 15 2015, 21:58 PM ]
Post subject:  Re: Designer/Developer Praise Thread

The Shrine/Refuge's facelift is awesome Ruau! TY :)

Author:  LetumLux [ Tue, Dec 08 2015, 4:16 AM ]
Post subject:  Re: Designer/Developer Praise Thread

I realized I haven't said this in public yet, although it should be pretty well known amongst those on the staff: I'm stoked that Faded is full on Dev now. The stuff she's been up to is fantastic, and while I don't fully approve of the new hue that the Dev name changed to, it's been great seeing her name in it, active all over the technical regions.

Author:  Dead [ Sun, Dec 13 2015, 10:28 AM ]
Post subject:  Re: Designer/Developer Praise Thread

Quote:
* Not yet released *

AmiaA_5.11i1

New XP change details:

-- No party size limit, however bonus does not scale past 6.
-- No ECL limit
-- Progressive scale of a penalty multiplicative of .15 as the distance further grows in ECL gap.

Salutations!

Author:  dimension_w [ Sun, Dec 13 2015, 12:11 PM ]
Post subject:  Re: Designer/Developer Praise Thread

This will do wonders for my Brownie Guide roleplaying with newbie adventurers! Finally encourages high and low characters to interact. Can't wait to see who I happen upon now in my travels as Thimblepot and Greta, etc. Thank you so much for this designers!

Author:  Guardian [ Sun, Dec 13 2015, 13:59 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Guardian wrote:
Faded Wings wrote:
Just so you're not all wasting a little breath, why don't we resume this topic, if necessary in a few days. Like I posted, changes are coming, and maybe as soon as this weekend, so it's probably worth just being patient.


With all my love and respect to you, Fade... I am worried. Please prove me wrong.


Wow. You've proven me wrong, Fade. Thank God for that :mrgreen:

This looks promising. I'd personally go for a bit more strict xp penalty for grouping with much higher levels, but you know... f*ck that. I'm just glad the xp rate remains the same. And this will surely make leveling up more entertaining.

So...

Image

Author:  Murex [ Wed, Dec 16 2015, 19:06 PM ]
Post subject:  Re: Designer/Developer Praise Thread

I'm a bit late with this, but Shadowscape looks awesome! Also, the new xp/party cap thing is a good change.

Author:  Elyon [ Wed, Jan 13 2016, 14:00 PM ]
Post subject:  Re: Designer/Developer Praise Thread

A big thank for all the Bendir changes! For being responsive and helpful too, whilst managing to get things done in a limited file size cap. Much love and appreciation goes to Anatida for this and anyone else who took part. :D

Author:  TheCortroy [ Wed, Jan 13 2016, 18:45 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Elyon wrote:
A big thank for all the Bendir changes! For being responsive and helpful too, whilst managing to get things done in a limited file size cap. Much love and appreciation goes to Anatida for this and anyone else who took part. :D

Author:  Guardian [ Sun, Jan 17 2016, 12:02 PM ]
Post subject:  Re: Designer/Developer Praise Thread

The possibility to change your head / voice / portrait IG is neat! Neat, yo!

Author:  Jes [ Sun, Jan 17 2016, 12:13 PM ]
Post subject:  Re: Designer/Developer Praise Thread

The portrait changer is the best. :D Sooo much time saved on requests!

Author:  Maverick00053 [ Fri, Jan 22 2016, 19:37 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Faded Wings wrote:
- Upgraded SD HiPS no longer makes use of the hide, but the cooldown remains the same.


If this means that we will no longer have that terrible buggy SD creature hide appear in our inventory periodically. Then I wish to confess my love to you right now.

Author:  CrazyCatLady [ Fri, Jan 22 2016, 19:40 PM ]
Post subject:  Re: Designer/Developer Praise Thread

I'd like to thank Sammy for the awesome update in Ostland (I'm pretty sure that was you). A tiny detail of rp was added there to one of the NPCs, but it means a lot and I am grateful you added it. <3

Author:  Tarnus [ Fri, Jan 22 2016, 19:44 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Maverick00053 wrote:
Faded Wings wrote:
- Upgraded SD HiPS no longer makes use of the hide, but the cooldown remains the same.


If this means that we will no longer have that terrible buggy SD creature hide appear in our inventory periodically. Then I wish to confess my love to you right now.


^

Author:  sera [ Mon, Jan 25 2016, 16:43 PM ]
Post subject:  Re: Designer/Developer Praise Thread

To whoever made the guards in Cordor (at least Cordor, haven't seen it anywhere else yet!) ACTIVE, this is awesome. Instinctively my character started watching over her shoulder, and was waiting for one to speak to her. Great job, brings "life" to the area. Would love to see this all over, that way you never know if it's a scriped act or a DM taking over a guard, would keep everyone on their toes and keep the immersion going!

Author:  Anatida [ Mon, Jan 25 2016, 17:56 PM ]
Post subject:  Re: Designer/Developer Praise Thread

sera wrote:
To whoever made the guards in Cordor (at least Cordor, haven't seen it anywhere else yet!) ACTIVE, this is awesome. Instinctively my character started watching over her shoulder, and was waiting for one to speak to her. Great job, brings "life" to the area. Would love to see this all over, that way you never know if it's a scriped act or a DM taking over a guard, would keep everyone on their toes and keep the immersion going!

This is a marvelous thing, and it's been needed for a long time!

Kudos to Letum for the update, and for FadedWings for all of her work behind the scenes that made it possible for us to finally have it!!

Author:  LetumLux [ Mon, Jan 25 2016, 23:25 PM ]
Post subject:  Re: Designer/Developer Praise Thread

My update didn't have anything to do with the roaming patrols, that was all Faded and Sheeler plugging it in. :wink: I'm not in the business of taking other people's credit.

Author:  Blue Moon [ Mon, Feb 22 2016, 19:17 PM ]
Post subject:  Re: Designer/Developer Praise Thread

The Triumvir.... I'm still not clear on what's new and what's old, but... HNNNNNNNNNNNNNNNNNGGGGGGGHHHHHH

Most beautiful, rich and magical area I have seen on Amia yet. <3

Author:  Tarnus [ Mon, Feb 22 2016, 19:53 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Blue Moon wrote:
The Triumvir.... I'm still not clear on what's new and what's old, but... HNNNNNNNNNNNNNNNNNGGGGGGGHHHHHH

Most beautiful, rich and magical area I have seen on Amia yet. <3


Oh yes, love it!

Author:  Lutra [ Mon, Feb 22 2016, 21:34 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Yup! Thank you for that msheller! Also for those NPC emotes :D

Author:  Ts_ [ Mon, Feb 22 2016, 21:41 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Thanks a lot for the ton of bugfixes that have gone in recently! You are the best!

(Plus the usual praise for the triumvir, which I haven't had much of a chance yet to look at.)

Author:  DireCorbie [ Tue, Feb 23 2016, 0:24 AM ]
Post subject:  Re: Designer/Developer Praise Thread

Love the new Triumvir- the courtyard especially; it really reminds me of the great bazaar in Mournhold.

Author:  rafaelmacgyver [ Tue, Feb 23 2016, 0:35 AM ]
Post subject:  Re: Designer/Developer Praise Thread

OMG THE NEW TRIUNVIR IS JUST THE MOST AMAZING AREA EVER!!!!!

Author:  Pathfinder [ Wed, Nov 09 2016, 15:45 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Amia makes use of some great tiles and has some really cool scripting. I'm so pleased to see some features like dynamic areas are finally realised rather than being some pipe dream.

I really like:-

Kohlingen
Winya Ravina
Shadowscape
The Storyweaver's Triumvir

As someone who adores Planescape, you have no idea how much the Triumvir made me smile. Most of Caermoi's IC gushing about it .. may have been me having a giant nerdgasm so apologies to Kurchin.
It's a very cool idea and something which makes Amia very unique in my opinion.

Also, whoever scripted the save-your-spellslot-configuration-for-later books is a hero! I love features.

Author:  Kamina [ Wed, Nov 09 2016, 17:25 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Pathfinder wrote:
Shadowscape


I'd also like to praise everyone involved in the southern areas of the Shadow Plane, in particular the swamp areas. Exploring through that area solo at level 30 really made the Shadow Plane seem dangerous! I hope any further expansion of the area is as good as the latest addition!

Author:  Maverick00053 [ Fri, Nov 18 2016, 14:45 PM ]
Post subject:  Re: Designer/Developer Praise Thread

The new Dev team has been hauling overtime. Great job guys! ^.^

Author:  Pathfinder [ Fri, Nov 18 2016, 14:48 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Maverick005; Announcements - Thu, Nov 17 2016, 0:14 AM wrote:
Module Update

Amia B
    RDD Epic Abilities fixed!



Yay!

Author:  That Guy [ Fri, Nov 18 2016, 14:56 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Pathfinder wrote:
Maverick005; Announcements - Thu, Nov 17 2016, 0:14 AM wrote:
Module Update

Amia B
    RDD Epic Abilities fixed!



Yay!


Yeah, gotta offer big praise for our Devs (and Mav!), for all they've done lately. Thanks for all the hard (behind the scenes) work you guys!

Author:  Commie [ Fri, Jan 06 2017, 8:28 AM ]
Post subject:  Re: Designer/Developer Praise Thread

The more I use it the better it gets.

That spellbook you can buy and fill is a GODSEND.

I have 6, so far. I'll likely make more.

I actually can't imagine manually doing this every time like I used to. You can be so much more precise when you're making a 'blast' book or a 'buff' book then you would be if you're pressed for time and the goon-squad you're with wants to roll now.

What a wonderful addition.

Author:  Strom [ Tue, Jan 17 2017, 17:03 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Maverick005 wrote:

Summon updates are in. Gogogo.


Zing.

Author:  TormakSaber [ Tue, Jan 17 2017, 18:52 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Bonus spawns for big groups makes PvE so stupid fun again that I'm actually embarassed that it took us this long to remove party limits, remove level limits, and do this. It's amazing. I strongly recommend people get a group of 8-10 people together and just go run the abyss or Fire Giants or the Contested Caves in the Underdark, or Frost Giants and just embrace the massive clashes that happen.

Spawnhunting Points of Interest: Anywhere that's a double spawn becomes a qaudruple spawn. If you have 13+ people it's a sextuple spawn. The abyss spawns near the entrance to the Forgotten City gets especially hairy, as does the Frost Giant castle. If you're not max level, Minotaurs and Burning Dead crypts would quickly be massive fights, as would Darkhold or the Wharftown Brigands. The Anara Oasis in KHem also has a lot fo spawns near each other, and if you do it before my changes go in you can get a massive 3 way war of snakes vs asabi vs PCs.

it's so good, seriously.

Author:  DukeDublin [ Tue, Jan 17 2017, 19:03 PM ]
Post subject:  Re: Designer/Developer Praise Thread

TormakSaber wrote:
it's so good, seriously.


Yes.

Author:  corypx [ Wed, Jan 18 2017, 2:07 AM ]
Post subject:  Re: Designer/Developer Praise Thread

It is great its just a shame that a lot of time we wont get to see it.

Please tell me the devs are working on a way for us to be able to activate 2x and 3x spawns when any number of party size or solo...... I would love to be able to patrol Caraigh and it feel like a real undead infested island.

I would even pay DCs for such a tool!

Author:  msheeler [ Wed, Jan 18 2017, 2:38 AM ]
Post subject:  Re: Designer/Developer Praise Thread

No, no plans to allow one person to get.more spawns. Not even as a DC request. This is another persuasion for the players to get together in groups and not hide in their own corners.

Author:  A Majestic Dwarf [ Wed, Jan 18 2017, 10:16 AM ]
Post subject:  Re: Designer/Developer Praise Thread

TormakSaber wrote:
Bonus spawns for big groups makes PvE so stupid fun again that I'm actually embarassed that it took us this long to remove party limits, remove level limits, and do this. It's amazing. I strongly recommend people get a group of 8-10 people together and just go run the abyss or Fire Giants or the Contested Caves in the Underdark, or Frost Giants and just embrace the massive clashes that happen.

Spawnhunting Points of Interest: Anywhere that's a double spawn becomes a qaudruple spawn. If you have 13+ people it's a sextuple spawn. The abyss spawns near the entrance to the Forgotten City gets especially hairy, as does the Frost Giant castle. If you're not max level, Minotaurs and Burning Dead crypts would quickly be massive fights, as would Darkhold or the Wharftown Brigands. The Anara Oasis in KHem also has a lot fo spawns near each other, and if you do it before my changes go in you can get a massive 3 way war of snakes vs asabi vs PCs.

it's so good, seriously.


I cannot agree more with this! We had a Group of Dwarves run at the Giants with Amarice supervising, and whilst she was spawning monsters as well, On the way out, where we had picked up a few more people I could really tell the spawns were increased. So many Giants died that day. The Increased spawns did let us feel the pressure, and after the event where we had fought our way into the Giant Hold, it really felt as though we had to fight our way out past a load of Angry Giants. It was Brilliant!

So good jobs Guys!

Author:  Kamina [ Wed, Jan 18 2017, 11:32 AM ]
Post subject:  Re: Designer/Developer Praise Thread

Get a large group of newbies, run the orc dungeon and get to the bridge section.

Becomes some LOTR epic battle.

Author:  NAUX [ Wed, Jan 18 2017, 14:01 PM ]
Post subject:  Re: Designer/Developer Praise Thread

Can't agree more with what has already been said in this thread lately, the recent and continuous improvements have made returning to Amia (once again) an absolutely refreshing experience. I've not seen a fight like the "casual" dwarven raid on the frost giants last Friday that compares to any encounter I've had before in NWN that wasn't a hugely orchestrated event. The party size XP and level requirements removal is such a welcome change and has removed one of the biggest RP boundaries Amia suffered from. I've never felt so useful in a group whilst being so useless at the same time! Keep it up Devs!

Author:  Fennewald! [ Wed, Jan 18 2017, 21:35 PM ]
Post subject:  Re: Designer/Developer Praise Thread

This sounds amazing, I really want to check it out. Pity there aren't six characters on amia who can stand mine!

Author:  T0mc4t89 [ Fri, Jan 20 2017, 18:54 PM ]
Post subject:  Re: Designer/Developer Praise Thread

The new duergar dungeon is nicely done. It gives a good challenge, more difficult than your usual Vampires/Frozen Wastes but less than Abyss/Labyrinth.

Author:  NAUX [ Fri, Feb 03 2017, 10:50 AM ]
Post subject:  Re: Designer/Developer Praise Thread

I'd like to offer some more praise and feedback based on my recent adventures:

- The Ash Caverns. What a great area! I really get a sense of the toxicity and environmentally hazardous atmosphere that each area presents to the player and group. The moment you enter the caverns from the lava tube, you immediately feel the heat and smothering air assaulting your characters senses. The bugs are trivial, but to the unprepared, their acidic sprays and armor piercing bites would make quick work of most. The poisonous vapors leaking out from every crevice and hole mixed with sporadic acid pools really provide ample opportunity for a party to interact with the environment between mob spawns and allow for a break in the usual hunting pace.

The cliff faces to the upper areas really felt like a challenge an entire group has to overcome together (tieing up, ascending, descending, rope crawling), even resulting in a crippling and near fatal fall for one of my party members in a recent run. The entire venture felt like an ever increasing ascent to face our eventual foe, the feeling of way out but up, with well placed descriptors offered along the way to indicate the change in environment.

I was a little disappointed about the "big bad" at the end and felt it was a bit underwhelming for the effort taken to reach it, to the point where it was dead before I even knew it was there. So perhaps there can be some improvement made on that front, but overall, I was really impressed by the whole area, its easily one of my favorite dungeons so far.


- Duergar Hold. I liked the lead up having to go down the series of tunnels deeper and deeper towards the hold, but didn't really feel that the hold was very threatening, the areas were not very distinguishable from another even though most rooms had different things going on in them. I could definitely tell that I was in a Duergar area, the crude forges, torture rooms, labs and cells were all very appropriate to the Duergar theme. The reason I felt that that the areas were not very distinguishable was likely due to the difficulty of the mobs, they were in my opinion too easy to push through, which changes the pace of the dungeon and makes a hunting group tend to blur through the areas without much opportunity to interact with the environment or "recover" after a heavy fight.

I felt empathy towards the captives within, but I wish that they had some descriptive text to help direct the player as to how to react to them being there (I sort of forced the RP reaction that they were empty husks and nothing was left of their minds, and the Salandrans would see to them after we secured the area), and how or if they could be helped. Towards the end of the dungeon, the final encounter came up really abruptly, and the "big bad" was easily put down within a couple of seconds. Again it's possible that I missed some area and environmental cues to suggest that things were getting more sinister because of the pace of the group, but it felt pretty anti-climatic just being left in the room with a bunch of captives after such little effort to reach them.

If I were to offer any improvements, I'd suggest putting in some more environmental breaking points to slow down a group's pace, such as locked doors, a series of trapped corridors, or even a small puzzle like the pirate ship wheel on B. One or two "Examine for more information" spots for extra detail would also be a great addition! Generally, its a cool area and does offer quite a lot of opportunity for RP by filling the gap for a hostile Duergar area.



Great work so far Dev's, this latest stint on Amia has been one of my most enjoyable in recent years, I'm looking forward to seeing all the other changes that I've missed in my absence!

Author:  TormakSaber [ Fri, Feb 03 2017, 19:30 PM ]
Post subject:  Re: Designer/Developer Praise Thread

The Ash Caverns willl be receiving an entirely new monster set in the future.

Author:  corypx [ Fri, Feb 03 2017, 19:51 PM ]
Post subject:  Re: Designer/Developer Praise Thread

TormakSaber wrote:
The Ash Caverns willl be receiving an entirely new monster set in the future.


I hope and a bunch more spawn triggers, as it stands Ash Caverns is a under used zone because its massive size and next to no spawns..... with the spawn changes based off party size for 2x and 3x spawns, I think the Ash Caverns might get some real use as the large map size works in its favor for groups of 7+ people it just needs some changes to make it shine.

Author:  Commie [ Fri, Feb 03 2017, 20:43 PM ]
Post subject:  Re: Designer/Developer Praise Thread

corypx wrote:
TormakSaber wrote:
The Ash Caverns willl be receiving an entirely new monster set in the future.


I hope and a bunch more spawn triggers, as it stands Ash Caverns is a under used zone because its massive size and next to no spawns..... with the spawn changes based off party size for 2x and 3x spawns, I think the Ash Caverns might get some real use as the large map size works in its favor for groups of 7+ people it just needs some changes to make it shine.


I really don't like the area.

It's got vast swaths of nothing, and some areas just feel like a giant plane with bumps on it; it doesn't feel like an actual area just an early ps1 games attempt at rendering an open space.

Author:  OpenTheRift [ Fri, Feb 03 2017, 21:15 PM ]
Post subject:  Re: Designer/Developer Praise Thread

i think at one point there was a design philosophy that dungeons of the same tier should give similar xp upon completion? if that's the case then we should look to buff the xp per mob on the dungeon, or add more mobs. Though personally the swaths of distance between mobs and the overall uniqueness of the zone is something i wouldn't want to fumble too much with.

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