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The rant. Posted: 27 Sep 2003 12:33 PM |
Right. Time for my rant. I do one on every server, and having just died and lost 3000 XP and 15000 GP, I think It's Vives' turn.
First. What is with every other monster having true seeing and see invisble? Are you trying to make life hard for the casters? They should't just be thrown about like "HEY, HAVE A TRUE SEEING!"
Second. I just got greater sancturary for Fri'el. A spell which puts your chacter on the Ethereal plane. YET STUFF CAN STILL SEE AND ATTACK HER! How does that work? I'm specificly refering to a lenearn Hydra which nigh on mullered her.
Then I go and face some "easy" Skeleton warriors, and an "easy" skeleton chifeten. The warriors go through a buffed Dire Tiger in less than a turn ((Which, by the way, has a whole 14 more levels than them- so how can TWO TAKE IT ON AND ANNIHILATE IT?)
Then a skeleton cheften comes along. WHOOPYDOO! It's easy, and it finishes Fri'el very fast indeed, even though she's INVISBLE AND IT DOESN'T HAVE SEE INVISBLE OR TRUE SEEING! ARRRGH! What have you given the thing as a listen and spot score? It runs across the room and attacks. She's about 20 feet away, tripped by a wire ((Which is a DC 20! 20! relflex save, and keeps her down for a whole minute! DC 20! That's like a FIREBALL for crying out loud! Is it easier to jump out the way of a FIREBALL or to stop yourself tripping up? I mean...COME ON!)) walking away from a trap she set off. She heals, trips, then skeleton who can't see her MUNCHES her in a turn. That's a lvl 11 character being annihilated by a CR 7 creature. Makes a lot of sense, that does. The listen check (For a skeleton which is mindless and therefore shouldnt be able to use the skill anyway since they don't HAVE an INT score.....) is about 40 to detect her. So how can it?
Hmm..what else now I'm calmer and slightly more constructive... If you do add things like True Seeing to creatures, the CR has to go up. Otherwise, you have what I've been finding- creatures which are a -very- generous match for a character, yet have CRs 4 or 5 below and give little or no XP for what are actually difficult fights which can result in a characters death. Any fight like that with on creature is the definition of a "challenging" encounter, IMHO. The monster respawn annoys me. It should be done by a trigger on entrance to the area, not on a timer. Especially in places where you can be sitting mining or digging for minerals, and the monster just appears beside you and starts whacking at your character. That's just unfair on the player. Then again, I suppose with the idea I suggested the same thing happens when "John Doe" walks into the area to get some Copper for a longsword, so meh.
Also, I disagree with hiding the negative "AC bonus" on the Ceremonial armors. Most don't say they're bad in combat in their description, yet a fighter or someone could see that they would be. Why does the player have to find out AFTER paying 6000 gold for the armor? That's just silly. Cursed items, yes hide it. But not everything.
And another thing....No, that's going in a PM to an admin like Dens said...
Right. Thanks for reading. Sorry for the rant, but some of that has been annoying me for quite some time now. Especially the trip wires. That save really is to high. I hope that some of these things get read, and borne in mind, even though I don't really expect them to get changed as such- I know how hard it is to build a PW as good as Vives, especially with people like me whining.
In fact, I feel so bad about the rant, that I'll go on for a bit about the things I love so much about Vives and which keep me playing here.
Firstly, the roleplay is the best I've ever encountered, and it's been a privilidge for me to try and reach the same level of RP as the likes of some of the people I've been RPing here. Seriously, everyone I've seen on the server has been incredible at it.
Secondly, the DMs are some of the best I've seen. It's been good to be a player with you all. (Even when you say that game balance should be automated not a DMs job :P)
Thirdly, the XP system. I'm a DnD 3E purist. I love the system. Yet, I find myself enjoying the Vives XP system just as much as the standard DnD one. It works. It's mostly balance. It means you don't have to fight that much. Which is good, because I die a lot when I fight.
Fourthly, the Flavour texts. I honestly think I could spend an hour running about as a PC reading them. It's great, and they really give a sense of being there and help you form a proper mental image of what your character's seeing.
So, I think I'll close by apologising again for the rant. Probably unnescesary, but I hope that at least a couple of people out there will agree with some of the things I've said, and mayby the powers that be might read and think about at least some of it. I'd be happy just to see the tripwire DC halved- since it might as well be a DC 20 vs death, to be honest.
I lied. I've decided to close by saying thank you to the builders, DMs, players and staff here at Vives. Thanks.
Oh, and I can't get on the IRC server. Anyone else having the same problem? [Edit] Fixed now [/edit]
-All IMHO, hopefully not too upsetting or annoying to anyone, Barnas.
[Right. An edit for accuracy. True Seeing -should- see through Fri'els Greater Sanctury. Whether monsters should have it is another story.] |
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Re: The rant. Posted: 27 Sep 2003 01:03 PM |
Thanks for the feedback, Barnas.
For the postivie stuff, that's great :)
For the stuff you're upset about, then it's good you posted. I think we (builders) need to know, since as you know, you spend more time IG than we do. So, let me take this first step and say that we'll look at each point in turn and go from there. The only downside is that both Aria and Ara have been away for various amounts of time dealing with RL, and I'm not the builder they are and I have limited time as well. So I can try to find time, but it's not going to be even looked at for a bit, since there are other areas in Vives I spend my time working on (website and databse stuff, among others).
Thanks for being patient & understanding. I'm glad that there are enough positives that make you passionate enough to want to help improve Vives.
-Q |
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Re: The rant. Posted: 27 Sep 2003 01:27 PM |
I must say I'm gratified to see this post. It confirms what I'd come to suspect, and stated in the thread about monks, that everybody thinks their class got the short end of the stick. How do you think Loli feels about seeing magic-users and their buddies all running around in armors made of high-level metals, just because they can cast invisibility and waltz right past the worst monsters with their fighter-class mules? If she'd been willing to continue eating crap from the local casters, she too could be wearing gold-adorned mithril. *grin and wink*
Yes, Vives is a great place even with the hacked-up crafting system. I took a tour of some of the more promising alternatives and I ended up back here. The only world I like better is my own, and for some strange reason that one lacks the element of surprise for me. *laugh* |
Dieties preserve us from the evil chaotics named Lag, Crash, and Server Reset. PCs: Loli Dankirk (Ftr 18/Brd 8.5 @ 1777 hrs) left Vives for Origins; Gnora Gnombody (Sor 5 @ 54 hrs) and Amanda Stark (Wiz 3 @ ~10 hrs) left Vives for Feline Providence. |
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Re: The rant. Posted: 27 Sep 2003 01:46 PM |
First. What is with every other monster having true seeing and see invisble? Are you trying to make life hard for the casters? They should't just be thrown about like "HEY, HAVE A TRUE SEEING!"
erm........ Who the hell has given all the bloody monsters true seeing then?!? *growls*. I specifically did not give them such, and stuck to stats only in the official D&D Monster Manuals.... so I'd like to know who has been "Messing" with them please *grumbles*.... :P
I have been absent due to RL commitments as of late though, so apologies for that..... but if it's the case that it's been added to a load more monsters I'm going to be a tad miffed.
Cheers
Ara |
Vives Screenshots!
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Re: The rant. Posted: 27 Sep 2003 03:06 PM |
erm........ Who the hell has given all the bloody monsters true seeing then?!? *growls*. I specifically did not give them such, and stuck to stats only in the official D&D Monster Manuals.... so I'd like to know who has been "Messing" with them please *grumbles*.... :P
I have been absent due to RL commitments as of late though, so apologies for that..... but if it's the case that it's been added to a load more monsters I'm going to be a tad miffed.
Cheers
Ara
Well I can only say that some monsters indeed do see through invisibility as Dias has found out (every single goblin shaman andsome of the bugbears in Mirghul can see him). I agree with Barnas that this is a bit over the top. At the moment this is the only problem that I've found... otherwise Vives is simply the best server I've ever played on. |
Luther McIath: I see, so [X is] the right person in the wrong place with the wrong people at the wrong time.
[Fictrix] ... And can speak French, like both! Wait, I mean Elven. |
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Re: The rant. Posted: 27 Sep 2003 03:43 PM |
If you want my best guess, it looks almost like when they're spawned, a random number of monsters are given a skin with A bonus to attack, wisdom, and see invis/true seeing.
I notice when examining things that a certain number of monsters for no apparent reason have those properties, when the -same- monster next to them doesn't. It's a little odd. The best examples I can think of right now are the Ettins and the Ronin.
A few monsters who always have true seeing and shouldn't are (I know the builders know that they don't in the MM, but I'll just check to make sure they know they have it IG):
@ Displacer Beasts @ Lernean Hydra (This creature is a -looong- way from it's MM counterpart, by the looks of things)
And Slink, I don't think clerics got the short end of the stick, they're probably the best of after Wizards at the moment. However, I was merely pointing out that among other things, Fri'el couldn't fail to turn a 7 HD undead. Or shouldn't be able to.
Math for people with the rulebooks, check it if you want:
Turning Check: 16 CHA 3 MOD. 1d20+CHAmod=4-24. On turning chart, 4= Cleric lvl -2.
Turning Damage: 2d6+Cleric Level (11)+CHAmod (3)=16. Since the Skeleton Chieften was the only undead in range, therefore. Fri'el should -not- have been able to fail her turning check.
All IMHO, as usual, Barnas |
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Re: The rant. Posted: 28 Sep 2003 07:21 AM |
"And another thing....No, that's going in a PM to an admin like Dens said... "
when and what did I say?
Dens
P.s I got some mroe stuff to write here but i am dang tired and need a bath so i will write em later. |
You are more than welcome to ignore my spelling mistakes =p |
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Re: The rant. Posted: 28 Sep 2003 11:55 AM |
If she'd been willing to continue eating crap from the local casters, she too could be wearing gold-adorned mithril. *grin and wink*
What? Who has gold adorned mithril? I want some... now if only I could find a vein of mithril...sorry about this blatantly off the topic post, just want to see who is walking around in that armor so I can go kill them and take it... *smiles* or not...
~Calmeir |
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Re: The rant. Posted: 28 Sep 2003 02:00 PM |
Erm, the only gold-adorned armor is mithril. It says so right here in the runes inscribed on the Dwarven armor forge. Loli checked the one in Midor just in case Humans had figured out how to gold-adorn iron. So she figures Calmeir was downplaying his armor, to keep from being waylaid by greedy Dwarves. *g*
Actually, later on I saw some similar to yours for sale at Rador's stand, and I figured I had misunderstood your attempted IC description. So it goes. :))
But you have to admit that Loli's first experience at mining, being taken through Fiirbolg Pass and down to the ummm... you know .... was pretty much as I described.
It's very _nice_ to hear that magic-users have some disabilities other than not being able to carry large quantities of ore.
And actually, I think some should be rescinded. A hatchet for cutting wood should not be more difficult to use than a hammer and chisel for gem-mining. Are all those farmers with their woodpiles into Martial Weapons? I think not. And how about the forge hammer? OK, maybe make it a function of strength. Too weak to lift the hammer, never mind. But anyone who can bash people with a mace should be able to bash metal with a hammer. |
Dieties preserve us from the evil chaotics named Lag, Crash, and Server Reset. PCs: Loli Dankirk (Ftr 18/Brd 8.5 @ 1777 hrs) left Vives for Origins; Gnora Gnombody (Sor 5 @ 54 hrs) and Amanda Stark (Wiz 3 @ ~10 hrs) left Vives for Feline Providence. |
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Re: The rant. Posted: 28 Sep 2003 03:23 PM |
Barnas, i guess my main source of disgruntlement with the things you list is the CR issue.
i figger it is up to the designers if they wanna make challenges that turn what are usually low level opponents into superfiends...but they oughtta be consistent about it, and up the CR when they do.
those "i see you" ettins have the same CR as the blind ones, so far as i can tell. same with the perceptive goblin shamans, and all the rest of the "see invis/true seeing" crowd. the turn resistant undead don't give any more exp than the regular ones. several pages of etceterae could be listed.
i haven't mentioned it before, figuring this is a beta world, and everything is in flux anyway. there are so many *good* and *excellent* things about this campaign world, it seemed a minor price to pay.
but i agree, it -is- somewhat annoying. :)
two cents, you say? <shrugs, slides an enchanted fire agate over the counter> do i get any change from that? oh! <slides another beside it> |
But long ago he rode away And where he dwelleth none can say |
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Re: The rant. Posted: 29 Sep 2003 12:45 AM |
The rationale for see-invisible creatures: there have been players who go on invisible and repeatedly go on solo 'looting runs'.
Solutions: here we (as admins) diverged in how to solve this problem (I do hope this is recognized as a problem - I wouldn't imagine DM'ing a PnP session with an invisible wizard being solution to everything)
One is to install permanent truesight (or see invis?) to a creature-type (I believe 'goblins shamans' and 'hydra' are resultant of such), the other being a probabilistic chance of having SeeInvis on a creature. I personally believe that the latter is a more robust solution (since it prevents players from seeing a 'goblin shaman' from afar and know that the invis will be seen thru, and start 'buffing').
- Each creature, on spawn, receives a probability of increasing as well as decreasing their abilities (by up to 20% I believe; this is in simulation of the fact that while the americans says they believe that all men are equal, it's not the case )
- Each creature of wisdom above 13 (after modification) receives a 5% chance of having SeeInvisible (sixth sense?); above 15, 10%; above 17, 15% et cetera.
I believe this solution is not only robust, but also fair in the sense that a creature having SeeInvis is quite a low probability, and that this probability commensurates with a property of the creature (wisdom in this case, as it seems more appropriate than anything else); thus it would only hit on characters who've been 'invisible'-ing through masses of creatures, and affects only marginally to normal players who employ invisible in a not so frequent a scale.
As for the CR rating, since the creatures have same probability of receiving a bonus or a penalty, the result of large numbers is a statistical average.
As for other concerns (e.g., regarding skeleton warriors slashing thru the dire tiger), I have no answer for (since other than the above explicited 20% modification, they're native to NwN and is identical to that in the MM). As for Greater Sanctuary, I think it's a consequence of the first solution (truesight sees thru just about everything, or so I think) More details would help.
Hope that clarifies. |
Aria
So talented, so troubled. |
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Re: The rant. Posted: 29 Sep 2003 02:36 AM |
aria, i do remember reading the discussion about the invisibility exploit, and figured this might be part of the solution that was arrived at. glad to know some of the details. wow, that was an elegant solution....
but....
i am not so sure the stochastic argument ("on large numbers, it averages out") really holds water on the CR, when there is asymmetric risk. ok, if we get a weak one, it is easy to kill. if we get a strong one, we die. hmmmm. the reward for killing it is like 20 exp, maybe. the penalty for getting killed is like 2000 exp or more. i call that severely skewed, in terms of risk/benefit. if the risks and benefits were more even, yah, i wouldn't argue. the point if having CR in the first place is to adjust benefit to risk, to keep from rewarding riskless combat too highly. but if you take a risk, the reward should be commensurate, on a successful outcome. here, it is not. not by a long way.
similar arguments hold on the high DC traps, etc. again, having such things around is a design decision with which i have little quarrel; i just think risk and benefit should be a) fairly symmetrical and b) discernable, so that an intelligent decision can be made *before* taking the risk. |
But long ago he rode away And where he dwelleth none can say |
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Re: The rant. Posted: 29 Sep 2003 11:02 AM |
Computer "dice" are not truly random and canned functions vary quite a bit in their cyclicity. There was an entire chapter devoted to methods of programming random functions, in one of my old textbooks. The random generator in NWN does not seem to be terribly well designed, so a very bad run of luck can occur more often than seems reasonable. I once performed a crafting act at a 55% probable success rate and got two successes out of 12 tries. It also sometimes seems to "stick" when the game is overstressed, which can be good if the "stuck" value is high and bad if it is low.
Oh, and BTW, what the Declaration of Independence actually says is that all men are created equal with respect to their God-given rights. I interpret this to mean that all dead men, who have entered the domain of God, have the same rights except for those in Chicago, who can still vote after death. :P |
Dieties preserve us from the evil chaotics named Lag, Crash, and Server Reset. PCs: Loli Dankirk (Ftr 18/Brd 8.5 @ 1777 hrs) left Vives for Origins; Gnora Gnombody (Sor 5 @ 54 hrs) and Amanda Stark (Wiz 3 @ ~10 hrs) left Vives for Feline Providence. |
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Re: The rant. Posted: 29 Sep 2003 11:05 AM |
Someone best explain to me why even when I can't go on the server for a week I still come onto the website every 6 hours or so....hmmm....
Anyone I'm chucking an agreement with merlinambrose here. Look in "Savage Species". Many of the things you're givin monsters have a +1/+2 CR modification. A monster with True Seeing is about +4 (Off the top of my head, though it might not be in the book). I myself think that -no- monster should be given True Seeing unless it can cast it. See invisiblity works fine. When Fri'le's running about on the Ethereal Plane (LIke I hope she will soon be able to do again :P), she shouldn't be seen by a hydra. Simple as that. See Invisibility, mayby. Giving TS makes a lvl 6/8 spell useless, and nullifies hide/move sliently. That's adding game balance! I think not.....
But yeah, basicly what merlinambrose so eloquently said. |
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Re: The rant. Posted: 29 Sep 2003 12:36 PM |
Well, if you're running about the Ethereal Plane, then should the chests and barrels here on the Prime Plane be inaccessible?
Also, then, to curb part of the exploit, I'd suggest not giving XP for discovering areas while under the umbrella of these spells. Just a thought.
-Q |
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Re: The rant. Posted: 29 Sep 2003 01:19 PM |
Well, if you're running about the Ethereal Plane, then should the chests and barrels here on the Prime Plane be inaccessible?
Yep, I shouldn't be able to open chests or anything else or touch anything or anyone. But then, I should be able to walk through walls and other such solid objects. I'd not complain about an implementation of the spell which allows it to be used as an advanced invisibility, not detected by random critters with TS, or a full (Impossible to implement) version.
But I suppose I see the point. The spell's not going to work properly, so just count your blessings.
And yes, it would probably be good for keeping people at lower levels to stop people exploring like that, but surely exploring when stuff can't see you and avoiding the encounters is just as valid as bashing the monsters in the area? Both fit the DMG description of encounters...technicly a PC should get XP for avoiding combat with say..a beholder and getting past it (IMHO, and wouldn't work as well in a PW because you arn't just avoiding an encounter once in a book, you're constantly skipping past said monsters....but anyway...). I don't see turning invisible and explorig as an exploit, more a sensible non combat way of leveling. I mean, I always explore invisibly. I don't run over the whole map doing it, but on the other hand, I don't go into a new area without being prepared for the worst. Same's true in real life. You don't go to an interview without a pen, because you don't think you'll need to sign anything. You don't go out and try to get into a club without ID because you don't -think- you'll need it...ETC
All IMHO, as usual, and feel free to ignore this post,
Barnas |
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Re: The rant. Posted: 30 Sep 2003 04:57 PM |
kinda shrugging.
all the matters we have discussed here are minor annoyances only, imho.
yah, slink.....i think there is a noticable downward bias in the random number generator, but i bet the coders are using standard script functions for dice rolls. if so we gotta take that one up with BoiWare (*not* a typo). it is remotely possible that the debugger start/stop calls that Q is using to introduce an interrupt-processing kind of access to outside functions (QNX/QDB) might be disturbing the random number generator somehow, but i put that probability rather below that of the sun rising in the west. it might be that the generator is getting reseeded in some way that introduces the bias. dunno, cuz i have not seen the code, nor at this point do i want to.
btw, barnas....i personally would bet that the incident you describe in the crypts (i remember when it happened) was the result of just such a "run of bad rolls" as slink describes. when all you roll for the next 20 throws is a 1......well, definitely a recipe for disaster. dead tiger, and you can't turn the opponents, cuz you are on your knees.
i can see the designers' frustration with the invisibility problem, but i really don't see it as an "exploit", as it is a core part of the game rules, and any player who doesn't use it either ain't very clever, or has some RP reason not to. again, BoiWare has not put in a lot of the features that higher level opponents use to counter the invisible (from spell or skill, a la high level thief/rogue) intruder: forbiddance, magical burglar alarms (magic mouth and others), magical "dead zones", dust of appearance, nightingale floors, many others. they chose instead to put in all the "thud and blunder" stuff, at the cost of most subtlety. so i haven't complained about all the "see invis" guys walking around: you folks are working with what you have.
i -would- suggest that there are more imaginative solutions (some of which are mentioned above), so i kinda hope that the current solution is a stopgap, until there is time and attention to develop more elegant ones. but that is more of an esthetic issue, a matter of taste. |
But long ago he rode away And where he dwelleth none can say |
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Re: The rant. Posted: 30 Sep 2003 05:45 PM |
If you mean what the scripter of CNR used, the calls used are dice roll calls (or at least they are in the copy you can download from nwvault). If you mean what the coder at Bioware used, probably they are whatever calls exist in the programming language. It's what algorithmn the programming language is using that is the question. There isn't any such thing as a standard random number algorithmn, because the computer can't truly generate a random number. The best it can do is seed its cyclicity with something external and make its cyclicity exceed the length of the run requested. I am fairly sure the latter condition is not met here.
Even two successive rolls of 1 on a D20 has a probability of only 0.25%, yet I've seen it more than once. I'm thinking not that the command processing is interrupting the underlying random number generator itself, but that the random number generator isn't even being called during busy times. Thus the script proceeds with the same value in-hand as the last time. This is only a theory. I don't have access to the source code of NWN. :) |
Dieties preserve us from the evil chaotics named Lag, Crash, and Server Reset. PCs: Loli Dankirk (Ftr 18/Brd 8.5 @ 1777 hrs) left Vives for Origins; Gnora Gnombody (Sor 5 @ 54 hrs) and Amanda Stark (Wiz 3 @ ~10 hrs) left Vives for Feline Providence. |
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Re: The rant. Posted: 30 Sep 2003 06:25 PM |
nodding.
that theory...that the server code, when in a very busy state, drops the return of the call to the random function and reuses the last value.....seems to me to be the most likely. caveat, though...i have noticed the behaviour in both busy and unbusy states, so the reseeding of the generator by the code could conceivably be the culprit...can't say.
as to the embedded algorithm itself, no idea. as you say, there really is no standard. i have no idea what compiler the BoiWare folks used in writing NWN. |
But long ago he rode away And where he dwelleth none can say |
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Re: The rant. Posted: 31 Oct 2003 02:36 PM |
*raises hand* If you travel alone, aren't you asking for something screwed up to happen in the first place? The name Chester Copperpot comes to mind... He didn't want to share the loot, and a trap that a kid could find ended up getting him :)
At your level (whatever it currently is) do you think that you should be able to solo any mod without risk? |
My lamentable plight... I am calamity. fire... burning....agony... sultry shivers of a dark essence why am i tortured with this nihilistic existence? -Maddox |
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Re: The rant. Posted: 31 Oct 2003 02:55 PM |
I love you Chunk!
I love you too Sloth! |
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Re: The rant. Posted: 31 Oct 2003 03:20 PM |
I'm defending myself against something which happened weeks ago! :P
What I was thinking at the time was this. You can't go everywhere alone. Even Fri'el knows THAT.
-But- creatures 5 CRs less than you shouldn't cut through you like so much butter. |
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Re: The rant. Posted: 01 Nov 2003 04:45 AM |
Not necessiraly right.
Every monster has its own unique setup, abilities. Just like any PC the items, skills, abilities, classes you have determines your talents so to speak, but you can not be good in everything. So that is why sometimes a monster with a pretty high CR drops dead within the blink of an eye to the flawing sword of a paladin while a lower CR monster cans the same poor paladin, hardly hurt by the flaming sword. |
Why can't I PM myself?
Don't iron out the Irony. |
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Re: The rant. Posted: 01 Nov 2003 06:46 AM |
I'd agree up to a point. A PC cannot be good against everything. They shouldn't be; defeats he point of combat. Might as well just go through the campaign saying "You kill the dragon. What next?". However, the very purpose of a challenge rating is that the challenge is...well.. rated =P. Which means that you should be able to go toe to toe with any monster of your CR or less. More of them will kill you. You will need help to kill monsters of higher CRs. That's the logic of the system, right? So when you see a nice skelton warrior (2 fighter, 4 undead=6HD) not only fail to be turned (Which should be impossible), but cleave through a lvl 11 cleric (Who -are- meant to be good against undead), I'd say that either a lvl 11 cleric isn't a CR 11 creature, or a skeleton warrior isn't a CR 6 one.
Just my opinions.
-Barnas |
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Re: The rant. Posted: 01 Nov 2003 08:02 AM |
CR means nothing really....... it's almost completely useless in the NWN engine. Believe me I could easily make a CR 1 Kobold who could whoop a Dragon's arse! It's simply down to the mechanics, and only taking certain things into consideration and not others e.g. it will take into account feats and such and weight these fairly heavily (0.5 CR per feat I -think-), as well as heavy weighting as re: the creatures lvl; But it hardly counts at all when calculating the CR, things such as HP, weapons, statistics such as STR etc.....
As re: Balance between classes and their abilities to smash monsters etc..... I try as hard as I can do to introduce "stuff" to challenge all sorts. Melee and Magic (hopefully) will certainly have to group together to fight higher level stuff (of which quite a bit will be in my next update :P) and others Such as Clerics and Rogues etc will also be in demand for (reasonably) obvious reasons. The issue with the NWN creatures etc...... is that they were designed for a single player campaign. Bioware had to make it so ALL classess could get through the single player, from mages to Rogues to Clerics etc...... otherwise people might have been slightly pissed off if they couldn't complete it with their favourite.
As re: Trueseeing etc..... we introduced a script that would give the occasional critter a random chance of having it..... kinda to prevent people just sneaking and going everywhere invis, and just to surprise folks hehe. I personally aren't a fan (sorry :/) so I guess we'll have to discuss this further.
Cheers
Ara |
Vives Screenshots!
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