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Post by Drakaden on Jun 8, 2010 8:11:31 GMT -5
Hello Zun, firsthand i would like to say i'm a forumergic-type, i don't like roaming forums and stuff, but for the sake of it, i'm gonna post something.
I been playing with Maka for hours today and Skip, and ive thrown my inputs as i went, and on this note i haven't read anything in the forum so i apology if i put anything redundant in there.
I've been told you have issues with the shotgun balancing, i have a solution for you, and that dwouldn't require rocket scientist headaching work, being a scripter, i know exactly where to lead you for it so here goes:
Make the shotgun have a very low initial base damage, and on the OnPhysicalAttacked script file of the monsters, make so if the player uses a shotgun, add more damage as the monster get closer to the shooter, so damage will be distance dependant, this will also solve your issue with the other guns for range, because we all know that a bullets hot in melee range pierce thru stuff like hell, and a shotgun does that too, and a sniper is more effective when the target is far.
Grenades, i wanna splode stuff! Without paying a fortune for them.
As for your trading issue, it's just a guess since i do not know how your code is structured, but something in the player heartbeat script might be causing this, since it just cancel on it's own, maybe something that clear the player actions or something.
Can't help ya for the journal entries, been told it's bugged, don't know how it's been made.
I'll grab the builder module and send you a little appropriate bar for yer little outpost, and maybe make an area for yer introduction to come, ive read about it, some fly pilot license school, then it goes under attack, and you have to flee thru one of the 3 types of ships.
EDIT: Your base module uses soo_top_24, which isnt available anywhere, i'll just make a copy of top_25 and rename it to _24 and fix my own copy of the module to read _25 instead.
ANOTHER EDIT: Apparently it's also using an older tlk file...
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Post by zunath on Jun 8, 2010 11:20:51 GMT -5
Hello Zun, firsthand i would like to say i'm a forumergic-type, i don't like roaming forums and stuff, but for the sake of it, i'm gonna post something. Glad you signed up on the forums! Hope we don't make you sneeze. Not a problem. If you want to avoid being redundant, check this post here for my to-do/bug list: LinkyGood suggestion. Only issue with using OnPhysicalAttacked is that it won't work when the shotgun is used against players. Best we can do is the OnHitCast Unique Power property unless there's some NWNX plugin I'm not aware of. That said, I do like the idea. Nice one. You know, no one has ever told me to put these in before and now I'm wondering why they aren't in. Lol, I'll to-do this. Yeah I'm pretty sure it's the frequent character saver firing. I just need to delay it a little longer so it doesn't fire as frequently. Actually, it's not bugged. It's just not in game yet.
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Post by Drakaden on Jun 8, 2010 13:19:58 GMT -5
nwn-ess.proboards.com/index.cgi?board=suggestions&action=display&thread=164Very recent post too, i just liked the idea and tried to make something out of it, i'm sending you the 2 areas now, the bar kick major butt, but youll have to add dancers by yourself. EDIT: I forgot to mention about the gun balance issue, since it doesn't work on players, what you can do to bypass the situation is to leave the damage as it is for pvp, but buff up the monsters hp a little bit to rebalance with the new damage system, just a thought.
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Post by zunath on Jun 8, 2010 13:51:45 GMT -5
Cool, I'll fire them up in a bit. Thanks for the contribution
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Post by Drakaden on Jun 9, 2010 12:30:06 GMT -5
Hey Zun, i told Maka about it, i'm not sure if the message went thru:
There is no amp abilties at all for ranged, there isnt any weapon focus, there is no point blank shot, there is no rapid fire, and yet dual weilding feats are all in, what gives?
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Post by zunath on Jun 9, 2010 13:20:43 GMT -5
Yeah, if you have a suggestion/question/whatever, it's best to just post it here yourself.
Ranged abilities are to-do'd.
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Post by Drakaden on Jun 9, 2010 17:59:36 GMT -5
Hm i seen Betz in the early afternoon today and she went trying the faciity in her heavy armor suit, and the mobs chewed all the way past thru her soak, apparently both the facility and the scavengers dungeons are both physically impossible to try right now, they dice out extreme damages and nothing protect against them.
Another concern that may arise on the long run, tank meleers might have more soloable ability than any other classes considerating they can dish damage while absorbing damage while the other classes cannot do the former, a gunner should be big dps, and right now it feels like its only good against the weaker mobs, the stronger mobs laugh at the bullets you shoot at them, ive read iny our dev log update that you have set the guns to do regular damage, even though my damage is still a wimpy 1d6 +1d4 ballistic, when the description says the handgun should do a base of 2d6.
As for mages, well, they are glass cannons, they are fine as they are, but they aint soloable content in any dungeons, neither is gunner, and yet i seen a few tank players go in those places solo telling me they should be fine, this is where my concern grows from, the tank soloability is far stretched from the 2 other roles, either make them less soloable or make the 2 other roles have more survivability options, because those heavy armors that absorbs everything, mages and gunners can't profit from that, my suggestion would be to make sure tankers cant do too well dicing dps and on higher armors make it have a % immunity instead of a soak, they'll still take damage, but at a reduced rate and do good enough in all situations where they receive damages.
I know the module is party oriented, but sometimes you cant really help it, you need solo content too, and right now its lacking, i'm stuck grinding my crafts while i'm alone, and that gets boring real fast.
EDIT: I forgot to mention, the repair kits blueprints seems very hard to make, my character shows Moderate difficulty on them and fail on them as if it was very difficult.
Also i'm waiting for you to tell me if the module with the areas in it i sent to you is fine, so i know if its ok to use it to help you further.
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Post by zunath on Jun 9, 2010 18:34:24 GMT -5
Hm i seen Betz in the early afternoon today and she went trying the faciity in her heavy armor suit, and the mobs chewed all the way past thru her soak, apparently both the facility and the scavengers dungeons are both physically impossible to try right now, they dice out extreme damages and nothing protect against them. Yeah, she mentioned it in her suggestion thread. Turns out attack bonuses on creatures with soak also grants them enhancement so they, in turn, bypass a player's soak. Whew, that was confusing I don't believe they're impossible. The first run I did come across some things that needed improvements and as far as I know no one has tried it again since I made the changes. Did you participate on a run yourself? Balance is something that I'm working on. There's a lot of stuff to consider. I am working on it the best I can, so bear with me As for the tank issue, it may seem that way now but for the later dungeons you'll see that not even the tanks can solo their way through. It'll take a party of a tank, a healer, a damage dealer and whoever else they want to bring along to get through. I am aware that healers need a boost in magic and that's one of the things I'll be working on when I update the hakpaks next. Regarding firearms: It's a d20 modern issue that the guns are displaying 2d6 damage. It's something I'll be fixing next time I update the hakpaks. Something to keep in mind: The basic weapons are not intended to do much damage. You'll need to upgrade to higher tier weapons to do better damage. Also consider buying and using combat abilities - these will provide extra damage when you activate them. Regarding ether users: My response is generally the same as above. Tanks might be able to solo better than anyone now but that feature will soon wear off. Starting with the Ancient Solarian Facility, a party will absolutely be needed to progress further into the dungeon. This isn't an error - it's intended. I think the main issue is the gap between the initial areas and ASF. With the introduction of damage soak armor, tanks have the apparent advantage. This is true - they can solo BLB no problem with the right gear. But consider the future: BLB will be a low-end dungeon and eventually players won't want the resources from it because they've moved on to bigger and better things. Mercury Man has a pretty cool idea for a games district that I want to put in. It has a lot of solo stuff to do to keep you busy if you don't want to team up with anyone else. Unfortunately since my time is primarily spent on other development, this has been pushed back a bit. I'm considering re-doing crafting advancement. Right now experience isn't really scaled - each blueprint gives a specific amount of experience for successfully crafting it. Now, back to what you said... (Sorry I tend to ramble)... It might just be bad rolls on your end but I'll check the blueprint out and see what's up. Which one in particular were you trying to manufacture? The areas look pretty cool. Will find a place for them as we expand. If you want, we could use some revamps of the interior areas of Zheckshan. Don't need to worry about placing NPCs, shops and so on. Just need the actual areas - I can do the NPC placement later. Thanks for the suggestions and comments!
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Post by Drakaden on Jun 9, 2010 18:57:07 GMT -5
I think the bar would fit good in the games district you plan to add up, otherwise it could be used in the business district since its the zone where players starts in, easy access.
For the facility question, i went in there while in my sanctuary period to see what we have to chew against, workers can dish out 12 - 16 damage a hit easily nd their attack rolls are high considerating our AC is stalled, so at 40 - 60 hp, without any damage resists, thats a killer, i attacked a cutter too, dish out roughly 10 damage per hit, and these robots don't really care if you shoot a bullet at them, their reduction makes up for it, though theres another concern about it, i seen that heavy armor repair kits needs junkmetal to make, but junkmetal cannot be gathered anywhere else than in this dungeon... dun dun duuuun... junkmetal is also used for any weapons repair kit, even for the basic weapons, i was like.. uh.. wtf? lol sorry i thought it was kind of weird to get such hard to acquire material for basic repair kits.
I been told that the higher tiers for handgun removes damage to adds accuracy, that's kind of contradicting the way it should be as you said it, the higher tier should do better, not remove properties to replace them with some other, but i haven't seen those guns yet, but i'm sure Maka or Betz could inform you on their stats.
If you plan on reworking the craft system up, can i suggest making the level gaps for harvesting have some perks? My thought bubble about it would be a chance to get double ressource on each harvest attempt, the calcul would be fairly simple: 1 level = 1%, % - minimum lvl of the harvest node, so example a tin vein, you are lvl 20 in mineral crafting, 20% - 15%, 5% chance to get double tin, that would give some use to those large level gaps.
As for my fails it may just be some bad luck, i'll just shrug it off, i been making light and medium armor repair kits.
I can revamp your areas if you want, i do not mind at all, just send me the areas you want modified, just reply to the email adress i sent you the module or host it somewhere and give me the link to it.
Since the module i sent you seems to be working, i'll start making some clothes/armors for you, you been wanting some, so i'll make you some, alternatively, d20 modern default clothes are very cool too, worth checking them up.
EDIT: Emailed you the clothes and armors, you got roughly 15 casual clothes, 5 leather, 5 medium and 5 heavy.
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Post by zunath on Jun 9, 2010 22:56:08 GMT -5
I think the bar would fit good in the games district you plan to add up, otherwise it could be used in the business district since its the zone where players starts in, easy access. Hmm yeah. Definitely. Might be a while before it's in, but we'll definitely use it. How many people were with you? What equipment were you using? What abilities did you have equipped? How were your party members equipped? What about their abilities? There's a lot of variables to consider here For that particular dungeon, it's suggested you make tin equipment using materials found in Blacklake Burrows. As for the repair kits, you don't really need them until you get far enough to do ASF. The items before that can either be easily crafted or purchased from basic stores. Honestly, I think you're just getting a little ahead of yourself here. Try doing Blacklake Burrows with a friend or two and when you get well geared, move on to ASF and try that dungeon. Pretty sure the guns progress like the other weapons but I'll check them again. I'll think on it. The revamp to progression probably won't be a while though. Honestly, it would be better off for you to just make brand new ones. Ours are tiny and very simplistic. Wouldn't really help to send those to you. Rock on. Yeah, I do like the d20 clothes too
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Post by Drakaden on Jun 10, 2010 13:40:16 GMT -5
I've emailed you the shops revamps you wanted me to do. I've merged the AMP and abilities store together, since they are related to each others and the new shop size can afford it. Enjoy your new eye candies! EDIT: Here some links that will interest you and the players: Tailoring model: nwvault.ign.com/View.php?view=Scripts.Detail&id=975Body tailor: nwvault.ign.com/View.php?view=Scripts.Detail&id=30142nd EDIT: By the way Zun, you didn't send me the hunter lodge and the other areas you wanted me to enhance yet. 3rd EDIT: Would it be possible to make intermediate tiers guns like you do with all other weapons? Meleers can get their stuff if they do BLB with copper and tin, casters can simply buy their stuff if they train their spells, gunners ends up being stuck with a basic gun that can only be improved once they get stuff from ASF itself, its a big jump and the gun is undergeared for the place, and that's even if the materials needed from ASF for the next tier gun is worth it.
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Post by Drakaden on Jun 11, 2010 8:22:52 GMT -5
Well i dunno if you've read the messge above, but anyway, i know ya didn't ask me to do these, but i'm giving ya them anyway: A revamp of the bank and a games district area is waiting for you in yer email inbox, enjoy!
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Post by Drakaden on Jun 11, 2010 21:03:09 GMT -5
Last message from me, apparently i annoy your regulars with my talking about the module, apparently i'm not welcome here, won't be sending more help and won't be playing anymore, sorry Zun, can't stay in a community where my opinions are taken like this.
If you wish to give your own voicing, you know my email, i won't be returning on this forum.
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Post by zunath on Jun 11, 2010 21:06:23 GMT -5
Thanks for the help you've provided and best of luck to you and your server.
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