XP System adjustment

Talk about Neversummer 4 with your fellow players.
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AggieDan
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Post by AggieDan »

TGPO wrote:I am curious, why the burning need to reach 40th level anyway? By the time you have capped out on your levels due to the experiance script you will already be above what the module currently supports as far as mobs go.
I have the burning desire to get to level 40 because, quite frankly, knowledge is power. With a significantly strong character you can explore new areas without worrying more about surviving than exploring. With a level 20 fighter/WM I can still get overwhelmed pretty easily when soloing a lot of areas. But, if I go slow I can find places I didn't know about and have passed a dozen times.

I find that a lot of the changes (sometimes referred to as nerfing) of the game is to eliminate the arena type players you referenced. Dev crit? Heck, I think it is a great thing for a fighter class character. And when questing and adventuring, seems needed to make fighters more viable at higher levels.

Is there potential for abuse? When talking about PvP, of course there is. Just like there is potential for abuse with pickpocket and HIPS. Or the unarmged disarm weapon theft.

Would I like a whirlwind attack with Dev Crit to get me out of a sticky situation? Yeah. Would it come in handy if an arena-like player decided to try to grief me? Yeah. Would I grief other players by walking up to them and trying to one-hit them? Nah. Well, unless they started it.

I am, however, quite happy to see some concerted work being done to change things. It reminds me of a sticker on my boss' cabinet. "Always make NEW mistakes." And that's what is going on. They are making new mistakes and learning from them.

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Post by JesterOI »

No fun in exploring everything first with a lvl 40...
Well... I might find it fun if I was 8, but I'm not!

Getting overwhelmed as a level 20 wm? Your doing something wrong...

Only reason Dev Crit was removed is because it's hardcoded and the devs couldn't balance it out for the mod, if it was able to be balanced like spells or traps it would be in the mod.
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AggieDan
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Post by AggieDan »

JesterOI wrote:Getting overwhelmed as a level 20 wm? Your doing something wrong...
That is simply your opinion, not fact. Now, should I say that you're doing something wrong when you say, "Your doing something wrong..." that is a statement of fact, not opinion.

This level 20 character is my highest level character ever. I tend to solo because I'm 30, have a very demanding job, and am married. So, the amount of time I can devote to the game is not what you'd call excessive. As such, I don't know the lay of the land very well. And instead of wasting the time of other players I go it alone to figure out where things are.

This leads me to get into trouble from time to time. For instance, last week was my first real foray into The Circle territory. I was able to handle forest walkers when encountering them singly rather easily. When I went to the next map and was surrounded by 5 of them... Well, I got overwhelmed.

Now, did I do anything wrong? Given what I knew, no. Now that I do know the threat that open areas and forest walkers pose, I'll be more prepared in the future.

Could I tell you what the next map looked like? Any landmarks in it? No. My focus was purely on the fact that I was surrounded and fighting for my life. The simple fact is that it is difficult to explore areas that leave you as a corpse begging for a rez shortly after entering them. As a fighter/wm I don't have invisibility spells, and my stealth is non-existent. Thus, I can walk past someone and still get spotted. And I have to scrounge for invisibility at that.

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Post by JesterOI »

A good way of preparing yourself is also to make a quick minimod that let's you level characters up to 40 after 1 kill.
I made myself one and use it extensively, usually building a prospective build about 3 times atleast to level 40 before ever playing it online.
Good way of saving time, and knowingwhat your doing when building a character.
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Yonwe
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Post by Yonwe »

I've uploaded the builder module I use to test out my characters before jumping online. It's quite good, with XP and gold from the initial NPC's dialogue, followed by teleportable sections containing every monster from all three expansions in little rooms for you to fight and areas to both buy all the equipment you need and test out crafting.

I didn't make the mod, nor do I remember who did in order to credit them; but try this, as I've found it to be perfect.

https://bearspace.baylor.edu/William_Wh ... uilder.zip
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Post by Terminal Insanity »

TGPO wrote:I am curious, why the burning need to reach 40th level anyway?them.

to PK.

isaac.anthony
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Post by isaac.anthony »

here's the problem i have:

i'm having a difficult time going solo and getting any exp.

it seems more often than not, if i go to an area that i can actually get exp, there is a huge mob that i have to contend with. now while killing a creature around or a little above my level isn't too much of a problem, when there is 10 of them all togeather, i'm up a creek.

not to mention, if you've ever played DnD (i know this is not DnD).
anyway, for each creature added to an encounter, it changes the encounter level. because we all know that 10 rats are more difficult to kill than a single goblin.

i think that the exp script just needs to be revised. i think that if a creature is a valid threat to you (a group of 10th level yuan-ti would be a threat to my 17th level cleric) then you should get exp for them.

unfortunately, the way i've seen this handled on other servers is that DM's need to take direct intervention for high level char cleaning out low level mobs. but that's really the only way i can see to actually make the game "fair"...

my 2c

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Post by Eva »

I play dnd to for some years now. You may not compare the game to dnd in the strict sense, there to manny differances.
Like :
1) If you die you can press respawn ( Never seen that in dnd)...
2) the game is 90% combat based, dnd not
3) Buffs last longer than dnd
4) you can rest after every encounter
5) Mostly you know before if an encounter will take place
6) Creatures are more stupid in the game than a dnd DM
7) etc, etc ,etc

But in some part i must say, your right about the ''gangbangs'' are heavier than a single monster with cr 2-3 higher.
Once you know the game, you gonna be able to exploit the little things and see it isn't that hard as in dnd afterall.

Greetz Eva

Btw: Anyone here that plays dnd 3th edition Psychic Warrior (expanded psionic HB)? Some tips about it would be nice.

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Post by JesterOI »

Eva said, ''gangbangs''!!!

Try using some tactics to decrease the mob power. Use bridges or doorways as bottles knecks to force a fight with only one or 2 at a time.
Run away around corners, this splits the enemy up a lot of the time making it so you have to fight less at a time and have an easier fight.
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Post by Sir_Chelo »

OK, Now i understand the whole XP thing, don't agree with it but I understand. My problem is with the value of things used to be that a Gold Nugget was worth 64,000GP now its worth 1200GP. Most of us in here can't even afford to buy potions (the good 1's anyway) and I know several ppl that have left this server and went to 3.5 east cvause of the XP and money thing. Is there any fix in site or is everyone gonna eventually leave cause you can't fight cause of low or no XP or very little money?

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Post by JesterOI »

50lbs of gold should be worth more than 1200gold, that's for darn sure.
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Post by TheBestDeception »

Well, as much as people may have been feeling a "need" to carry around 500 Heal Potions, it just isn't right. Lowering the prices and everything else, while lowering the amount of gold you can find adventuring had the specific effect of making potions more difficult to buy.

As far as leaving to 3.5 for this, those people never liked NS4, because the difference between the two are too immense to leave for such a small change.
But, it's such a draining job that, until you've DMed on an NWN server yourself, you the playerbase, have got to cut the DMs some slack. - Flailer

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Post by JesterOI »

Heal Potions are for n00bs anyway.
Heal kits all the way, 99 +12's are under 30k to buy, and they are so much more useful.
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Elagneros
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Post by Elagneros »

JesterOI wrote:Heal Potions are for n00bs anyway.
Heal kits all the way, 99 +12's are under 30k to buy, and they are so much more useful.
Potions have their uses.

First off, hks are 5 times heavier than potions. 99 +12 hks weigh 49.5 pounds, 99 glowing white potions weigh only 9.9 pounds. A low strength character like a wizard can benefit more from carrying lots of potions rather than hks. And in the case of a wizard who has low hps to begin with, he doesn't even have to bother with glowing white potions, he can make do with bubbling or even fizzing white potions instead.

Second, potions are much better for combat. They work faster, and you don't need a skill check to use them. HKs are most useful after a combat ends when the game gives you a Take 20 on the roll. Also you don't have to bother putting ranks into Heal to make a potion more useful.

OTOH, hks can remove disease and cure poison. Potions can't. HKs can also be used on summons to increase their lifespans. I usually carry a supply of both hks and potions on my characters for the purposes of healing.
Last edited by Elagneros on Mon May 02, 2005 1:31 pm, edited 1 time in total.
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