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Ulir
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Posted: Tue, Apr 26 2011, 22:17 PM |
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Player
Joined: 09 Mar 2009
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You could make a new topic about hunting grounds, since it has derailed wildly.
_________________ 
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ainjyll
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Posted: Tue, Apr 26 2011, 23:25 PM |
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Joined: 14 Jun 2006 Location: wilmington, nc
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Svensk, I'm sorry to be the one that says it, but I'm just not up to tiptoeing around the point right now. Your ideas aren't good for Amia. You're just spouting off random ideas with no real thought behind them and then trying to defend them afterward.
Take time, think this stuff through a bit more and you'll see the faults in your own ideas. I'll add that everyone should take Selmak's advice and think about what makes your favorite area your favorite and make a mention of that. The dev team will be much more receiving towards a "Hey X and Y in Area A was really cool. I really liked that." than to "This is getting tired. We should do X."
_________________  "I once took the high road and it took me straight to hell and I stood there all by myself." -Hank III
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RaveN
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Posted: Tue, Apr 26 2011, 23:34 PM |
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Administrative Developer
Joined: 08 Jun 2010
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Also, you can create triggers that spawn different CL mobs depending on the CL of the person who steps on it. Much more of an elegant solution, and widely already used.
_________________ a.k.a. Audrey Zinata
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ainjyll
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Posted: Wed, Apr 27 2011, 4:11 AM |
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Joined: 14 Jun 2006 Location: wilmington, nc
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So, explain why for some inexplicable reason a tougher more resilient monster suddenly decides to attack a more heavily armed, veteran opponent and not the obviously more green newbie that strolls past.
_________________  "I once took the high road and it took me straight to hell and I stood there all by myself." -Hank III
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Mobile_Svensk
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Posted: Wed, Apr 27 2011, 6:11 AM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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I want Old areas reused and i want lore appropriate encounters in specific areas... But honestly i cba with such a reception. Whatever.
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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P Three
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Posted: Wed, Apr 27 2011, 6:17 AM |
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Player
Joined: 18 Dec 2008
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Needled247 wrote: Also, you can create triggers that spawn different CL mobs depending on the CL of the person who steps on it. Much more of an elegant solution, and widely already used. Good idea. *Nodnod*
_________________ Bobo_Underhill wrote: Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.
Yee-haw! Aly'dra Zau'ana: Priestessish Of EilistraeeDanika Nefzen: Druid of the EarthmotherDelia Am'Anodel: Paladin of Torm
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Mobile_Svensk
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Posted: Wed, Apr 27 2011, 6:20 AM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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AxlLeigh wrote: Needled247 wrote: Also, you can create triggers that spawn different CL mobs depending on the CL of the person who steps on it. Much more of an elegant solution, and widely already used. Good idea. *Nodnod* I like it. Less strain on the server. I didn't know you could do that actually which is why i suggested making two versions of the same area 
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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corypx
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Posted: Wed, Apr 27 2011, 6:23 AM |
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Player
Joined: 14 Oct 2006
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Very_Svensk wrote: AxlLeigh wrote: Needled247 wrote: Also, you can create triggers that spawn different CL mobs depending on the CL of the person who steps on it. Much more of an elegant solution, and widely already used. Good idea. *Nodnod* I like it. Less strain on the server. I didn't know you could do that actually which is why i suggested making two versions of the same area  and how does that work IC as the DM allready said? without being out to lunch on the logic.....
_________________ ================-<Cory ShadowFlame>-================ Risenlord-Shifter(OMG a Non-Dragon Shifter that can hold his own in PvE) 
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billytheid
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Posted: Wed, Apr 27 2011, 6:28 AM |
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Player
Joined: 12 Aug 2010 Location: Terra Australis
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Monsters want treasure too? "Pah, them useless welps got no gold. Don't bother with them... besides, I'm not really hungry now anyway".
_________________ Jess Incognito: F.L.A.G. Inc. Gharl Killith: Hobgoblin Headhunter Olaf Grudgebringer: Bad tempered Dwarvern Weaponsmith "But thats mainly because I'm an Aussie and what you guys call flaming and rudeness I call a normal conversation."
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TormakSaber
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Posted: Wed, Apr 27 2011, 7:55 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Very_Svensk wrote: I want Old areas reused and i want lore appropriate encounters in specific areas... But honestly i cba with such a reception. Whatever. Quote: Svensk, I'm sorry to be the one that says it, but I'm just not up to tiptoeing around the point right now. Your ideas aren't good for Amia. You're just spouting off random ideas with no real thought behind them and then trying to defend them afterward.
Take time, think this stuff through a bit more and you'll see the faults in your own ideas. I'll add that everyone should take Selmak's advice and think about what makes your favorite area your favorite and make a mention of that. The dev team will be much more receiving towards a "Hey X and Y in Area A was really cool. I really liked that." than to "This is getting tired. We should do X." Quote: Good idea. *Nodnod* Terrible idea. Mkakes no sense IC. Abusable to an extreme OOC.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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P Three
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Posted: Wed, Apr 27 2011, 7:57 AM |
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Player
Joined: 18 Dec 2008
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As opposed to boss-running, which is tooootally IC.
It'd be good to be able to get out and see more than the same four maps every time we hunt, I say.
_________________ Bobo_Underhill wrote: Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.
Yee-haw! Aly'dra Zau'ana: Priestessish Of EilistraeeDanika Nefzen: Druid of the EarthmotherDelia Am'Anodel: Paladin of Torm
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TormakSaber
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Posted: Wed, Apr 27 2011, 8:14 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Yeah, because it's not like there's not an entire server, right?
High end Underdark on B Illithid Beholders Spires ENTIRE ISLAND OF BROG (which alone is Spires, wastes, Manor, Barrows) underwater Khem which may as well be two areas: The water part and the sahuagin city part Actand (which as 2 versions + a quest) Abyss
Hang on, let me just pull our designers and monster creators ad testers and devs from their current projects to design more level 30 hunting grounds for you. OK?
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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P Three
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Posted: Wed, Apr 27 2011, 8:19 AM |
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Player
Joined: 18 Dec 2008
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And if we don't have a char that can go there yet? You can't tell me with a straight face that no smaller things live those places. It would add an element of danger, don't want the giants to hear us when we're hunting Snow Cuckoos or whatever.
I think it would make a refreshing change, and it would break up the bossrunning if that group of 30s had to wait for a 15 and his buddies to wrap it up.
_________________ Bobo_Underhill wrote: Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.
Yee-haw! Aly'dra Zau'ana: Priestessish Of EilistraeeDanika Nefzen: Druid of the EarthmotherDelia Am'Anodel: Paladin of Torm
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TormakSaber
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Posted: Wed, Apr 27 2011, 8:23 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Quote: Abusable to an extreme OOC. And still makes no sense IC. Why are the giants not eatin g your face if you're level 10? Sorry,. Your logic is bad.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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TormakSaber
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Posted: Wed, Apr 27 2011, 8:23 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Ad if you can't go to those zones, you have THE ENTIRE REST OF TWO SERVERS TO GO TO.
There is no dearth of zones, you're all just too hardwired to go to 2 of them over and over.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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P Three
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Posted: Wed, Apr 27 2011, 8:27 AM |
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Player
Joined: 18 Dec 2008
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I disagree. I don't know if it's my build or class choices or what, but someplace between the FoD/Glacier and the Yuan'ti, I hit a wall. Everything is either OMG hard or OMG easy.
_________________ Bobo_Underhill wrote: Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.
Yee-haw! Aly'dra Zau'ana: Priestessish Of EilistraeeDanika Nefzen: Druid of the EarthmotherDelia Am'Anodel: Paladin of Torm
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TormakSaber
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Posted: Wed, Apr 27 2011, 8:38 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Oh, sorry, are you complaining about soloing? Nevermind, I thought I was replying seriously to a possible issue, here.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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P Three
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Posted: Wed, Apr 27 2011, 8:41 AM |
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Player
Joined: 18 Dec 2008
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Yes, Snarky McSnarkerson. Because some of us do solo. Doesn't change the fact that I have this with a bunch of builds, thus leading me to really want to see something, anything, other than that.
_________________ Bobo_Underhill wrote: Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.
Yee-haw! Aly'dra Zau'ana: Priestessish Of EilistraeeDanika Nefzen: Druid of the EarthmotherDelia Am'Anodel: Paladin of Torm
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TormakSaber
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Posted: Wed, Apr 27 2011, 8:45 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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I'm sorry, the fact that you can solo is a byproduct and not the intended result. There are builds that can solo. If you are not one of them, please do not complain about a situation that we do not support nor troubleshoot. You are the equivalent of a software pirate calling up a company wanting support because the anti-piracy went off and it's causing problems for you.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Selmak
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Posted: Wed, Apr 27 2011, 11:35 AM |
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Player
Joined: 17 Dec 2004
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I can appreciate the sentiment of not wanting to go to That Olde Area again, but if you really want to solo then you don't have much choice but to repeat areas you've already done, or look at areas that you've not done yet.
A lot of the content is designed with a group in mind. That's why areas can seem to vary wildly between really easy and really hard if you're on your own.
I know finding a group is a pain sometimes, but it beats the hell out of the masochism of soloing.
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Nekhy
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Posted: Wed, Apr 27 2011, 11:49 AM |
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Player
Joined: 29 Dec 2009 Location: A beautiful fowl house in A'dam
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Very_Svensk wrote: AxlLeigh wrote: Needled247 wrote: Also, you can create triggers that spawn different CL mobs depending on the CL of the person who steps on it. Much more of an elegant solution, and widely already used. Good idea. *Nodnod* I like it. Less strain on the server. I didn't know you could do that actually which is why i suggested making two versions of the same area  The one thing it isn't is less strain on the server. Doubled areas and critters on the palette all add to the strain. And whilst we do generate a lot of shit on the fly, it's not necessarily a good idea to explore that option with something that hits the server several times a second on average. Such as critter spawning. Sorry, just not gonna work on Amia.
_________________ Current plots: DIVIDE BY ZERO ERROR
Prod me for development-related stuff.
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Murex
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Posted: Wed, Apr 27 2011, 12:48 PM |
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Player
Joined: 01 Dec 2009
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I have no idea why I read all of these posts. I should have stopped a long time ago. 
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Mobile_Svensk
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Posted: Wed, Apr 27 2011, 15:42 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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Nekhy wrote: Needled247 wrote: Also, you can create triggers that spawn different CL mobs depending on the CL of the person who steps on it. Much more of an elegant solution, and widely already used. The one thing it isn't is less strain on the server. Doubled areas and critters on the palette all add to the strain. And whilst we do generate a lot of shit on the fly, it's not necessarily a good idea to explore that option with something that hits the server several times a second on average. Such as critter spawning. Sorry, just not gonna work on Amia. Wait, That doesn't make sense. We will adventure as much as we always do just in different areas. How will making adjusted spawns to cater both low levels and high levels ...Strain? I think it promotes RP and instead of forgetting about the bandit enclave south of wharftown once you hit 12+, you can return there later on and continue the adventure. Im not saying you should all suddenly change the entire server. Im saying that perhaps have this in mind, and/or discuss this amongst yourselves(The developers) and weigh the pros/Cons against eachother to see if this would be viable. A topic is a topic, and we're just the peanut gallery - But sometimes we have a good idea amongst the flood of not so good ideas and perhaps you'll find a golden nugget in there somewhere.
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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ainjyll
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Posted: Wed, Apr 27 2011, 15:59 PM |
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Player
Joined: 14 Jun 2006 Location: wilmington, nc
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Each critter will need it's own template. Adding literally hundreds of different critters to the palette will create lag. What's so hard to understand about that?
Secondly, what's stopping you from returning to the bandits and giving them the what for after your character is level 12? Absolutely nothing other than your own OoC desire to grind and powerlevel as fast as possible.
Thirdly, Amia is freakin' HUGE. There are areas that hardly ever get used. Just because the playerbase has limited itself to a set schedule of areas to get to level 30 doesn't mean that we need more areas. It means that the playerbase should start exploring more and get over this ridiculous "I need to be level 30 ASAP" mentality.
_________________  "I once took the high road and it took me straight to hell and I stood there all by myself." -Hank III
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Nekhy
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Posted: Wed, Apr 27 2011, 16:23 PM |
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Player
Joined: 29 Dec 2009 Location: A beautiful fowl house in A'dam
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Yups, they either require a whole new monster added to the palette, or the monster being created/adjusted on the fly depending on the party ECL. Neither option is particularly attractive for Amia, because of the amount of areas/critters we have and the number of players we have on the hunting grounds at any given time.
I am a fan of such systems, personally, but they require different conditions to work out properly. It's one of these "if I got to make the game from scratch" things.
_________________ Current plots: DIVIDE BY ZERO ERROR
Prod me for development-related stuff.
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Mahtan
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Posted: Wed, Apr 27 2011, 16:44 PM |
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Player
Joined: 28 May 2006 Location: That place with the green grass and that blue sky.
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Not to mention the way our entire spawn system is linked to a database, that comes with benefits for making changes for events, it does not allow that kind of spawning system where things can get harder or stronger as the character levels.
Plus it is stupid that you can lvl to 30 without once going to more then two or three areas if the monsters get stronger with you.
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Naivatkal
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Posted: Wed, Apr 27 2011, 16:52 PM |
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Player
Joined: 26 May 2010
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I stayed out of this until now, but.... sheesh, really? Some of the posts in this thread make me want to jab my eyes out with hot, rusty pokers.
With that said, I just wanted to remind people that no one has given an IC reason to why this should be done. Seriously, as a player I would like to know. To me, it was common sense that the idea would lag things out, but I have a bit of a glimpse into programming and such, so I'm not going to call anyone a fool for not seeing it as readily as I did. But beyond that, if something is going to be suggested, it cannot be because: 'Oh! There's no IC reason for people hunting the way they do now, so here's an OOC reason to do it!' That's just flat out stupid. If you are going to suggest something, make an IC reason for why some stronger monsters are not ******* the heck out of lowbies? Someone might say 'Oh, they just cannot be bothered with weaker people!' to which I reply 'Hell no. A giant or any other creature is not just going to let someone stroll by in their territory.'
If there's a better argument, then cool, but please not that one. It really makes no sense :/
_________________ Whomst've'll'd'mn't I play: Salema Nefahri :: A penny for your thots Zrae'a'stra'fryn :: That which nightmares are made of Khasir :: From the East a storm is coming
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Nekhy
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Posted: Wed, Apr 27 2011, 17:11 PM |
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Player
Joined: 29 Dec 2009 Location: A beautiful fowl house in A'dam
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Mahtan Tasadur wrote: Not to mention the way our entire spawn system is linked to a database, that comes with benefits for making changes for events, it does not allow that kind of spawning system where things can get harder or stronger as the character levels. Not all of it, but yeah, that too. We can't have it all, and we've made choices that perhaps close some doors in development, but on the other hand give us other tools to work with.
_________________ Current plots: DIVIDE BY ZERO ERROR
Prod me for development-related stuff.
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Kudark
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Posted: Wed, Apr 27 2011, 17:16 PM |
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Player
Joined: 14 Dec 2009 Location: The Dark Side of the Moon
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ainjyll wrote: It means that the playerbase should start exploring more and get over this ridiculous "I need to be level 30 ASAP" mentality. Over a year and a half on Amia and still not level 30... 
_________________ 
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Gravemaskin
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Posted: Wed, Apr 27 2011, 17:45 PM |
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Player
Joined: 29 Jul 2007 Location: Norway: Home of the Trolls
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You know if some areas aren't getting used enough because everyone rush to 30, there's always ways to change that besides beefing up the spawns..
Like limiting how many times you can enter one area per day with a char to force you to explore more when you're low/mid level and kill off boss farming. Or you know.. nerf XP/drops to holy hell for soloing and increase them exponentially with more players in the group+area.
I don't think most players would like one or the other there, so why complain? If enough people complain about this, the only way I can imagine it going is this way, not more or bigger spawns.. As I understand it, the server is almost at max capacity anyway because of how the modules and hosting work. Hence what I mentioned above seems a more likely 'sollution' if one is ever done.
_________________ Adair - Druid and part time treant cosplayer
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Nekhy
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Posted: Wed, Apr 27 2011, 18:13 PM |
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Player
Joined: 29 Dec 2009 Location: A beautiful fowl house in A'dam
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I guess that can now be safely called "pulling a BioWare" since it'd leave 50% of the playerbase cheering for us and 50% raving white hot nerdrage.
Sounds fun to me.
_________________ Current plots: DIVIDE BY ZERO ERROR
Prod me for development-related stuff.
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Glyph
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Posted: Wed, Apr 27 2011, 18:30 PM |
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Player
Joined: 10 Jun 2010
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ed: i've said exactly what I think should be done before but it is always frowned on for whatever reason.
the problem is when people rush around 'hunting', half the time you have no choice but to use party chat to ask to rest for a moment, not as much rp going on, people want to unlock new job points, new spells, the longer grinding takes the less rp that goes on because half the party doesn't want to RP or whatever. imho. I try to most of the time but I tend to just miss aim the ol' mass haste to get the point across.
but I already know what dm's will say, again, to my suggestion.
ed: for the sake of not being vague, more xp = less time grinding = more RP. also see above, cause that wasn't a suggestion, thats just my opinion.
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Nekhy
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Posted: Wed, Apr 27 2011, 18:47 PM |
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Joined: 29 Dec 2009 Location: A beautiful fowl house in A'dam
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As I said, look at BioWare after DA2 and you'll see exactly why it's frowned upon. Because half your playerbase will go absolutely apeshit when you make huge-ass changes. Amia's always taken the middle ground in these matters for that reason. I'm not saying if it's what I prefer or not, just that that's how it is.
_________________ Current plots: DIVIDE BY ZERO ERROR
Prod me for development-related stuff.
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Selmak
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Posted: Wed, Apr 27 2011, 19:29 PM |
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Player
Joined: 17 Dec 2004
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Increasing the XP rate doesn't necessarily give players more time to RP. If they decide that they're going to spend all their time gaining XP, then there isn't any time left for RP. Not that I'm saying that it happens all the time, but there isn't really much of an (dis)incentive to take a break from fighting unless the majority of the party leaves because they're fed up. They tend to get fed up when things feel a bit grindy.
It's the responsibility of players to make time for roleplaying as they need to, and no amount of rules or module tweaking is going to change that.
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Naivatkal
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Posted: Wed, Apr 27 2011, 21:16 PM |
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Player
Joined: 26 May 2010
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I... never understand why people say that it's hard to RP during hunting. I've been in a couple groups lately, and while one person tended to rush off the rest where more than happy to chat IC while we followed behind. That's about the worst I've seen it, and I've hunted with various people since I joined he server.
I've never had a problem asking for anything IC as opposed to party chat :/
_________________ Whomst've'll'd'mn't I play: Salema Nefahri :: A penny for your thots Zrae'a'stra'fryn :: That which nightmares are made of Khasir :: From the East a storm is coming
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Yossarin
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Posted: Wed, Apr 27 2011, 21:53 PM |
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Player
Joined: 23 Jan 2006
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I never had any trouble, either, but I do admit to getting a little impatient with players who start milking it after I, the preeminent buffing bard, have just oiled them up with seven thousand gallons of the finest buffing oil and all they want to do is masturbate with it. I want to say, "There's a time limit to these buffs. Don't waste it by standing around telling me about a painting you saw the other day. You can tell me about the painting you saw while you're painting the cavern walls with the blood and viscera of our enemies!"
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Naivatkal
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Posted: Wed, Apr 27 2011, 21:57 PM |
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Player
Joined: 26 May 2010
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Hahaha so true!
That's how I feel. Hunting in silence sucks. Spending fifty-nine minutes out of an hour hunt RPing is ridiculous. You RP, you move, you fight, you chat while moving on, but do not stand around unless you are going to rest, or planning a course of action. You are, after all, in enemy territory and fighting for you life, and so there is a bit of realism to wanting to push forward, searching for your goal or a way out, and ready to face that which is around the next corner.
_________________ Whomst've'll'd'mn't I play: Salema Nefahri :: A penny for your thots Zrae'a'stra'fryn :: That which nightmares are made of Khasir :: From the East a storm is coming
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RaveN
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Posted: Wed, Apr 27 2011, 22:03 PM |
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Administrative Developer
Joined: 08 Jun 2010
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For one, it was only a mild suggestion. The other implementations don't actually a level 30 server where you can get to level 30 without facing much 'real' danger in less than 3 days. The idea behind this, was do you A) Spawn a goblin chieftan as well as goblin elites in a low level area, whilst the chieftan sometimes uses finger of death/fireball scrolls, and make the place static for every level , or do you B) Spawn goblins and a goblin elite as the boss, and less the loot received. The XP in this scenario wasn't how you might perceive it. The high level does more work, gets slightly better loot, but significantly less XP, despite fighting a chieftan. This allowed the same area to be objectively traveled by two people of different skill. This being said, if a high level and a low level travelled together, the low level evidently would get alot of XP. BUT, the XP was capped per time anyways; whereas Amia uses levels to force party restrictions on XP gain. That's the concept behind it. I realize that Amia is completely different, and unfortunately, much easier and less threatening to level in, with no real "slowing points." While this is offtopic, I seem to remember everyone getting behind a method of slowing down the very quick leveling scheme, and catering it more towards roleplaying as you level. Granted, you can still do one or the other, but it is generally more encouraging.. and has proven to be so, when there is an incentive to take your time, rather than blow through it, and get to the top. Just saying. I know I'll probably catch flak for this, but eh, was worth a try. Anyone from Anphillia might relate.  (tsk, Rosencrantz)
_________________ a.k.a. Audrey Zinata
Last edited by RaveN on Wed, Apr 27 2011, 22:07 PM, edited 1 time in total.
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Yossarin
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Posted: Wed, Apr 27 2011, 22:05 PM |
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Player
Joined: 23 Jan 2006
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In my eyes, the only reason the "slower levelling" process is in demand is because of how DMs like me treat level 30s. You get to level 30 so easily so I'm not going to treat you like you're epic. You're just a little better than normal. If you have to fight and scrape and actually put in a significant amount of effort to be epic, I'll treat you like you're epic. Currently, no one really has to do that (though with some peoples' dismal builds, there are exceptions).
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RaveN
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Posted: Wed, Apr 27 2011, 22:10 PM |
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Administrative Developer
Joined: 08 Jun 2010
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Well, right, Yossarin, and that's certainly one way to do it, and it works.
My point, really is, take a server with soft / hard level caps, where you can't gain more than say, 5000xp per X days. And say you've had Jim who's played for 2 years, and he's level 19 and probably one of the highest on the level cap (20) server. Should Bob, the level 3 be able to gain 16 levels in 3 days playing 14 hours a day and then act like he's as badass as Jim with minimal effort?
My personal opinion, is no. The DM's might treat players as per the roleplaying lives they led, but the playerbase, for the most part, won't.
To be honest, levels, and character progression is just as much part of your roleplay as anything else. Level 30 or not, it should be a story, not just a statistic. You're a seasoned warrior. Your face is scarred from battle, you know the ins, and you are a veteran. Whatever you can think of. >_>
_________________ a.k.a. Audrey Zinata
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Yossarin
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Posted: Wed, Apr 27 2011, 22:13 PM |
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Player
Joined: 23 Jan 2006
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Which is true and why I don't really have much to contribute here. I see the symptoms, but I don't have a treatment, really, beyond shoving a fly up your ass to get the frog out of your throat.
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Feonir
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Posted: Thu, Apr 28 2011, 2:56 AM |
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Player
Joined: 14 Dec 2004 Location: Lookin at folks like a son-of-a-bitch.
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Other then a minor retool to each bosses lair so that a special ability is needed to access each, say, the illithid boss would need to see a group of 3+ to spawn otherwise he cant be bothered to mind rape.
Or change the darkness to require a cleric casting turn undead to piss it off enough to spawn in. Little changes so that if you arent doing that one specific place, youve got a reason to bring a buddy along.
Like actual epic traps, none of this, middling bullshit 35dc "epic" trap, make a trap with a 77 dc so someone ~has~ to invest ranks in the damn skill and let them whore their roguery services out to the highest bidder.
Little tiny easily passed with the right person roadblocks could make a world of difference to the kind of groups going to these big nasties. Like only being able to get to the pirate boss if someone is a brewer and can sacrifice the finest bottle of grog to that easily smashed-to-shit-chest.
_________________  "I'm going to spend all my money on ale and whores." "Okay roll for whores." "That's 1d4 whores right?"
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Vaul Tarrith
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Posted: Thu, Apr 28 2011, 3:05 AM |
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Player
Joined: 12 Oct 2009 Location: 9th Circle of Hell...with the steaks and Rum
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...what Feonir said.
Wanna stop solo boss-bangers? Throw a door on the outside of a lair that requires cone of cold and flamestrike to be cast on it before it can be picked (DC55) while a curse song is thrown out.
OK, not THAT extreme, but I think Feonir's idea is quite sound. I would think that would require minimal effort to adjust, also. Bravo!
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Uberuce
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Posted: Thu, Apr 28 2011, 8:56 AM |
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Player
Joined: 11 Nov 2005 Location: Near the bar.
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Easier method is to go via the loot script and drop the chance to 1% when solo and the current flat 5% when not.
I'm not totally convinced that swapping solo bossrunners saying not a word IC is dramatically improved by making them partied bossrunners saying not a word IC, but hey ho.
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Selmak
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Posted: Thu, Apr 28 2011, 9:08 AM |
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Player
Joined: 17 Dec 2004
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Well at least with a party there is some chance of interaction. More chance than if the same number of people queue in the waiting room to see the boss about an asskicking.
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Glyph
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Posted: Thu, Apr 28 2011, 16:47 PM |
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Player
Joined: 10 Jun 2010
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I personally call the line when people turn to party chat in the next room and go "come on", when someone has died or something. i'm not saying you should shuffle through a place while hunting but for the love of god stop running into traps, going off ahead alone becuase "number tnl" etc. I have ported out of a place more than once because of the suicide factor involved where I can't even get people to stop to ask to rest or plan or, at least not run at the enemy with nothing. its all well and good if you have 70 AC and can put down 60 damage a hit, make something that isn't ungodly powerful and tell me its not hard. Quote: Wanna stop solo boss-bangers? etc ed: the door idea but use an and gate on two switches. ie both must be pressed at the same time, and they reset quicker than even a 30 monk with haste could reach between them.
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Dwagin
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Posted: Thu, Apr 28 2011, 18:09 PM |
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Player
Joined: 08 Aug 2006 Location: The Land of Nod
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Where's the focus on fun gone?
I might be odd, but I don't want to play a game which is not fun. Look at it from the average player point of view.
If its a minority that is causing a problem, you should fix the effect of the minority, not punish the majority.
Punishing one's customers only works for Dominatrices.
And I ain't in that business....anymore.
_________________ Dwagin [Duh-wa-GIN] N. - 1a. Small and cute thingum, particularly fond of four legged scaled creatures of the metalic and chromatic varieties.
-Extraordinarily ordinary in the mostest of ways.
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P Three
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Posted: Thu, Apr 28 2011, 18:46 PM |
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Player
Joined: 18 Dec 2008
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I have an opening for a skilled lady or two...
>.>
_________________ Bobo_Underhill wrote: Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.
Yee-haw! Aly'dra Zau'ana: Priestessish Of EilistraeeDanika Nefzen: Druid of the EarthmotherDelia Am'Anodel: Paladin of Torm
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Selmak
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Posted: Thu, Apr 28 2011, 18:56 PM |
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Player
Joined: 17 Dec 2004
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The loot drop chance should just be zero for solo boss hunters. 1 in a 100 is still enough of a chance to work in the favour of a lone PC, because if they do find loot they don't have to roll d100 to see who gets it. They just say Dat's Mine and off they go.
In my opinion, the boss content is designed for a group. If you don't bring a group, you have not met the conditions for completing the content. Therefore you don't get a reward.
If you don't like those conditions, you don't have to accept the challenge. It's not like your freedoms are being stripped away, because you are free to find a group and do that challenge as it was meant to be done.
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Mobile_Svensk
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Posted: Thu, Apr 28 2011, 19:27 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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Selmak wrote: The loot drop chance should just be zero for solo boss hunters. 1 in a 100 is still enough of a chance to work in the favour of a lone PC, because if they do find loot they don't have to roll d100 to see who gets it. They just say Dat's Mine and off they go.
In my opinion, the boss content is designed for a group. If you don't bring a group, you have not met the conditions for completing the content. Therefore you don't get a reward.
If you don't like those conditions, you don't have to accept the challenge. It's not like your freedoms are being stripped away, because you are free to find a group and do that challenge as it was meant to be done. If you change it now, the old players will have an ENORMOUS advantage over the new ones with their history of hunting.
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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