Chill out bro, you wanna be called "she" I'll do that. It's all cool. :PRaneguin,Sep 11 2009 wrote:I thought so.Fell Star,Sep 10 2009 wrote:And yes, I am a she! =)Raneguin,Sep 10 2009 wrote: I'm with Fell on his/her...
But, I didn't want to start calling you by the wrong gender.
THAT WOULD BE RUDE, WOULDN'T IT PELHIKANO!
:P
Wish list for the things you'd want to see in game

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*pelhikano
- Posts: 197
- Joined: Thu Jan 01, 1970 12:00 am

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*cryptc
- Posts: 866
- Joined: Thu Jan 01, 1970 12:00 am
Paradise for those who have permission to be there ;) i.e. mostly none for this layer...Marek Ovilion,Sep 11 2009 wrote: In other words, no I didn't read very much on Mount Celestia, but the first paragraph I did read made it seem like paradise. My apologies.
Paladin slogan: smite first, ask questions later.



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*Marek Ovilion
- Posts: 35
- Joined: Thu Jan 01, 1970 12:00 am
Well, just a few ideas for several in game points (maybe more than a few).
1) Player housing with a 'rent' applied. It's rather simple to do, just set the object (key) to the door. Apply the area properties to a database tag with the character name to it, allowing for a property controller to change things, add friends, boot other players, etc. You could even get rather robust with it adding chests for storage that just tag items. This could be run a check against players that don't have the item to enter the area, or by the player using the key to give a key to another player, and it adds it to the database by placing the friend onto the property controller. Just let me know if you want help with this one. Also, you can predefine objects on the ground that can be changed to look like other objects in the home, so players can semi-decorate their homes.
2) Alcoholic beverage effects. The food has a nice touch with the minor buffs, but it would be nice if the alcohol had similar effects and not just buffs. They could range from minor buffs to major effects, such as raging out for players or even putting them in a complete dazed stupor.
3) Mount Celestia if it's not already added.
4) Personal request: Maybe scale up Cornugan? (sp?) Oh, and the summons? (just a thought)
Thanks for hearing me out!
1) Player housing with a 'rent' applied. It's rather simple to do, just set the object (key) to the door. Apply the area properties to a database tag with the character name to it, allowing for a property controller to change things, add friends, boot other players, etc. You could even get rather robust with it adding chests for storage that just tag items. This could be run a check against players that don't have the item to enter the area, or by the player using the key to give a key to another player, and it adds it to the database by placing the friend onto the property controller. Just let me know if you want help with this one. Also, you can predefine objects on the ground that can be changed to look like other objects in the home, so players can semi-decorate their homes.
2) Alcoholic beverage effects. The food has a nice touch with the minor buffs, but it would be nice if the alcohol had similar effects and not just buffs. They could range from minor buffs to major effects, such as raging out for players or even putting them in a complete dazed stupor.
3) Mount Celestia if it's not already added.
4) Personal request: Maybe scale up Cornugan? (sp?) Oh, and the summons? (just a thought)
Thanks for hearing me out!

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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
One of the Layers of Mount Celestia is actually already added. (Mercuria)Marek Ovilion,Sep 11 2009 wrote: 3) Mount Celestia if it's not already added.


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*cryptc
- Posts: 866
- Joined: Thu Jan 01, 1970 12:00 am
Races is no problem mostly (well okay, the draconians would be slightly more modding)Meow,Sep 11 2009 wrote: dragonlance deities and races!
As for deities, I considered adding some (I didn't want all), but I had a hard time figuring out which deities are important or not, and some seemed to be very setting specific (dealing with the moons of dragonlance, etc)

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*cryptc
- Posts: 866
- Joined: Thu Jan 01, 1970 12:00 am
Ok, let me try answer some of this now...Fell Star,Sep 10 2009 wrote: I haven't even been playing for a week, but I already love the level of roleplay here and the dedication that the staff have to crafting and polishing up the server. It's pretty dang spiffy for a Beta!
Here are a few suggestions, though they aren't urgent or necessary by any means:
1) Multiple spawn point options when leaving the OOC room. It would be wonderful to be able to spawn at your last saved location after a server reset; I have seen this implemented on other NWN2 servers.
Additionally, (and this may already exist, so correct me if I am wrong) it would be nice for guilded characters to have the option to spawn in their guild hall when leaving the OOC room. I assume you can simply bind a guild object (like a key to the guild rooms) with the trigger to open a special option in the OOC room portal conversation.
And for the really ambitious, Sigil being a place of portals, it might be neat to have a few areas that are only accessible by completing an extensive series of quests that culminate in the reward of an item--that item being the key to a special pocket plane. For "special portal keys" like that, you could also add the OOC room spawn point option.
In general, it makes getting back into RP easier after a server crash, etc., and helps reduce on the transitioning that players may need to do.
2) An in-game player locator tool. Many servers have this to some degree; some are extremely specific in the information that they provide while others are not. I personally like the one used in the "Dragoncoast: Shores of Haldun" server.
It is scripted so that you shift + right click your character, then have an option to search for players. When you place a search, it populates your log with something like this:
There is a large group in Haldun: City Gates.
There is a small group in Wyvern's Shore.
There is a small group in The Maze.
There is a wanderer in New Haven Commons.
There is a wanderer in Haldun: Noble District.
So as shown above, it lists the locations of players in order and terms of group size. No specific names are given, and you also have an option in-game to toggle anonymity on or off. When anonymity is on, the search function won't report your location to other players.
3) A forum player locator tool. This shares the same purpose as what is shown above, only, it's a tool that you can use without having to start up NWN2. Basically, it's a webpage that reports which players are logged in (including DMs and Admins) and who they are logged in as. It also reports the locations that character in-game are presently occupying (with the exception of anyone who has anonymity toggled on). Here is a live (edit: well, was live, it's just a screenshot in this form) example from the www.dragoncoast.org forums:
It's clean and simple, but also nice for people to check at a glance. I'm not sure if this code system is publicly available, but Senalaya manages the website and he's a pretty amazing and generous guy, so you could probably shoot him a message about it through those forums.
Serious kudos to the staff and all that you do. =)
1) We will possibly implement this once all faction HQ's are made, so that you spawn there...
And special portals and hidden areas are on our todo list.
2) I've considered this, and there are some pros and cons with it... my experience from it on servers is that it gets metagamed alot (although granted, you can turn off whether people can see where you are or not)... For now its been deemed not a priority.
3) I looked into this a bit when I checked if it was possible to have players online on webpage (i.e. 12 players online currently). Problem is that the webpage is hosted in completely different site, and as far as I could tell I would need to host some http service on the game server itself to get the information on the web, and I can't do this easily, and I also don't wish to do that.


