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Messages - Sakes

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31
Bug Reports / Re: Forum spammers attack..
« on: November 19, 2012, 03:17:54 PM »
I try to check in every morning and delete them but yea it's getting annoying.

32
Bug Reports / Re: Minor Bugs & Tweaks
« on: September 02, 2012, 05:09:02 PM »
Short Answer:

Good catch, I noticed a naked one the other day.  The bug is fixed for the next time I do an update.

Long Answer:

The original bug was caused by the fact that 0 AC clothing was included in the list of possible armor types.  The problems is the AI only looks at base AC and since clothing is zero, will not equip zero AC clothing, hence the bug.

This was fixed by removing the 0 AC clothing, but the problem is it's hard to tell just from the script what is and is not zero AC because you have to go by resefs which aren't descriptive.   A few were missed on the first go around to remove all the zero AC stuff.

Recently I revisited the script and found there was still some 0 AC pieces in the mix and removed them... but I forgot to update the number of entries in the list, so it's possible for the RNG to land on an empty entry and not spawn clothing.

This is fixed in my build version of the module, and will be updated the next time I do an update.  Or, if someone else is doing an update just open up sk_ab_armr_table.

Code: [Select]

int nMaxArmr = 15; //  <--- Change this to max number of entries in table


Change that variable to 10 and it's fixed. 

Edit: I forgot to note, you'll also have to open sk_ab_spawn and recompile that after you edit the armor table.

33
General Discussion / Re: *Waves!*
« on: August 31, 2012, 01:01:07 PM »
Welcome to the server!  Glad to see your first impression was a good one.  You don't really need to know much about D&D to play, but if you have any questions feel free to ask a DM.  We are fairly easy going on that type of stuff.

Anyway... Welcome, hope to see you around!

34
Wow I feel like Colbert just "nailed" me.

I actually knew about this and was going to change it but some other bugs with the database cropped up and when I fixed those I forgot about this.

Thinking on it, though, I sort of like it this way as it introduces a bit of a cost to the system that's automatically scaling.  If enough people dislike it though, I'll fix it.   It's as simple as adding one line:

SetPlotFlag(oGloves, FALSE);


35
Events / Re: Event/Quest 8PM EDT 08/28/12 - You decide!
« on: August 28, 2012, 04:42:55 AM »
I approve of this message and endorse this product and/or service.

36
General Discussion / Re: Birthdays .... Hippo Birdee Two Ewes Awl
« on: August 28, 2012, 03:36:03 AM »
Code: [Select]
//Totally stealing NZ's idea.

SendMessageToPC(oTsu, "Happy Birthday, Bro!");
iTsuAge++;

37
Player's Corner / Helm Stat Transfer System- Feedback/Bug report thread
« on: August 19, 2012, 11:44:52 PM »
You'll notice a new NPC in the start area called The Helm Guy.

Speaking to him will allow you to transfer the stats on your equipped helmet to your gloves, thus if you want to run around without a helmet on and still gain the normal stat benefits, you can now do that! There are some restrictions, though.

1. Stats do not stack.  If the helm and gloves have the same stat, you won't get the benefit of the two added together, rather the highest benefit of the two. 

2. AC bonuses do not transfer.  Sorry.

3. You can't equip any helm with stats while gloves that have had helm stats transferred to them are equipped.  You can still equip a helm with no stats for cosmetic reasons if you'd like.

4. The value of the items will be combined, which may increase the level or UMD requirements to equip it.

5. The gloves become plot and cannot be sold.

6. Any stats which cannot be applied to gloves won't transfer.  I can't think of any stats on helms that won't go on gloves, though. 

The module will store in a database your last and only last transfer, allowing you to reverse that transfer if you change your mind.  This is more to allow you to undo a mistake than provide a way to switch back and forth.

Any feedback/bugs should be reported here. 

38
Story Board / A letter to Kalec
« on: August 19, 2012, 08:05:39 AM »
"He who fights monsters should see to it that he himself does not become a monster. And if you gaze for long into an abyss, the abyss gazes also into you."
-Friedrich Nietzsche


Dear Kalec,

As I know my mental decline is inevitable, I have decided to write you this letter now while my mind is still my own.

Someday on your travels you will come to learn many things about your mother and I.  I will not attempt to tell you the truth, because with the wisdom of age comes the knowledge that truth is not hard like iron as most believe.  Truth is more like the sea, too vast to know fully, and constantly changing.  It is no less soft for that, however, as any captain can tell you.  The truth is just as dangerous and treacherous as the sea.

You know that your mother fell, but she is not alone.  They always end the story after the hero defeats the villain, but the truth is more complicated.  Those we hail as heroes are always men and women of considerable power and skill, and those with power will always seek to use it.

In the end, the heroes are the ones who die in battle.  One cannot spend their time in battle, killing over and over and not be effected, even if that killing is done for good reasons.  Those of us who survive, time and time again are never the same.  In the end, we all fall.  Some by misfortune, such as your mother, some by the slow corruption of their own power... and some, by choice.

I watched your mother fall. I watched my friend Tamur flee in fear of his own power.  I was forced to kill my best friend to save his family after he was corrupted by cultists. Time and again I saw the same truth, and in the fate of my loved ones I saw my own. I asked myself, had I come into the same circumstances as your mother, would I have fallen as well?  I believe the answer is yes.

Everyday I had to make choices.  I cannot save everyone, so who is saved, and who is not?  Which of my enemies deserve death, and which ones forgiveness?  Who can be trusted, who cannot?  The more you kill, the easier it becomes.  The more you sacrifice others to your own inaction the less you feel it.  People become tools. You have no time for those who can't help you.  You learn to surround yourself with others like you, others who are strong... and you begin to despise weakness.  You begin to hate these people who always call upon you for help and never help themselves.  Who are they to choose not to learn to defend themselves, then dare complain when what they have is taken by force?  Don't they deserve it for their weakness?  Don't you deserve to take what you want, by nature of your own power?

The line between hero and villain is more blurred than you may believe.  Your mother and I understood this.  We both fought against the darkness inside ourselves.  Your mother lost that battle, and when she fell, I lost the strength to carry on.  I turned away from my own power before it could corrupt me.  It was never age or circumstance that caused the decay of my abilities.  It was choice.  I choose to live out the rest of my life in peace, just a simple priest in the woods, rather than keep my skills sharp.

You may feel I am a coward for that.  I will not dispute it, until you've lived this life and felt what I have, you will not understand.  I had hoped you never would, but if you are dedicated to this path, then I hope that when the time comes, you find the strength to lay down your sword and begin living your own life.  You may find laying down your sword isn't an act of cowardice, but an act of strength.  Wielding power is always easier than discarding it.

Please do not judge your mother too harshly.  Whatever else she is, she is still your mother, and she loves you.  I will not try to apologize for her or justify her actions.  I cannot condone them anymore than you can, but I hope in time you will try to understand them.

I am proud of you, Kalec.  I know you will do great things and I regret I will not be there to see them.  Know that you and your sister always have my love.

Love,

Your father, Rafferty.

39
Information / Re: Werewolves and silver
« on: July 30, 2012, 01:00:01 PM »
TIL Kattze is a werewolf.

40
News / Re: Llast Word - Prosperity in the North
« on: July 25, 2012, 12:29:40 PM »
ADVENTURERS THREATEN UNIONIZATION OVER UNFAIR TREATMENT

Today a group of adventurers threatened unionization over what they claimed was unfair treatment.  Citing numerous health and safety violations and lack of sufficient pay.  "I just finished clearing out a basement of a rat population and saw a bag.  First off, the bag was locked.  Don't ask me how, but it was.  So I tried bashing the lock but my strength was low and I was using a club so there was only a 1 in 6 chance of doing any damage to it at all! Then when I finally broke it open and went to loot it, there was an acid trap!  I burned off half my face and nearly died.  When I came to it had an coconut inside I had to spent 100 gold to identify!"

Adventurers also cited the hazards and low pay of courier jobs. "I had to deliver a box that weighs 50 lbs to some halfling, and no one had any idea where he lived! I figured it wasn't worth it but when I tried to drop the box I couldn't!  I spent a month having to lug this thing around and when I finally found him, you know what I got? 120 gold! I could have killed some badgers!" Another had this to say "People think it's all slaying dragons and saving the realms from your evil twin after you recover from your amnesia, but the fact is very few adventurers live that life.  Most of us struggle to make ends meet!"

The Neverwinter council had planned to meet the adventurers to discuss their grievances however they were all killed by a giant crab on the way to the city.

41
Player's Corner / Re: Making solo adventures an option
« on: July 20, 2012, 01:54:23 PM »
Short Answer: While I don't speak for the entire DM staff, I would like there to be solo options, but its hard to implement.

Long Answer:

First of all, understand the dungeons in LOTN are sort of a mish-mash of random enemies and mechanics.  Stick around awhile and you'll learn House is an exp bonanza and no one can clear the end of the minotaur lair at a low enough level to actually get xp for doing it (And it wouldn't be worth doing even if they could).  Anyway, the idea that the encounters are well designed and that we intentionally arrange things to prevent solo adventures isn't true.  It's more like that's just how things happen to be.

The CR system is a mess, and not terribly accurate.  Often it's entirely arbitrary.   We do our best but CR certainly doesn't equate difficulty perfectly.  The net result is a huge variance in difficulty in different zones.   Next is the spawn system which was designed for a single player RPG not a PW which loves spawning loads of effortless stuff... The net result is even for characters with a combat build you can be down to 1 to 2 viable hunting areas at any time.  And characters without a combat build....

Next there is a huge difference in what is and isn't a combat build.  An optimized wizard or sorc is different from a cleric/7 level WM, which is different from a ranger/rogue.   Undead make things easier for paladins and clerics and harder for rogues.  Elementals suck for everyone. 

And the final icing on the cake... how exp works in NWN.   EXP scales very gradually compared to mainstream MMOs because DnD was not designed as a mainstream MMO.   Getting 40xp per kill is just as good at level 1 as it is at level 24, so that makes it very hard to create a lower exp lower difficulty hunting option.

One last niggling problem: How fast you level up is mostly a factor of how much you are willing to grind.  It didn't take years for Rafferty to go from 23 to 25 because of anything other than I simply never bothered.  If you wanted to, you could probably go from 21-25 in a day, if you were willing to just grind over and over.   So... how do you balance exp so that the RPer who spends most of their time in camp and hunts once a day is equal to someone who decides to grind out exp for 8 hours?  Mostly, you don't.

All of course is to be expected when you take a poorly designed and barely functional single player RPG that almost didn't even release and then try to shoehorn it into some type of MMO.


Now, I'm not saying these problems can't be overcome... they surely can.  They just can't be overcome -easily-.  I had the idea of balancing out all the dungeons but it was such a massive undertaking I gave up after the goblin cave.    I only have so many hours in the day and I didn't want to spend them staring at spreadsheets about how many encounters are in a given area and the CR ranges of those encounters and the hit dice, AC, and attack values of the creatures in those encounters... etc...

The bounty system was an attempt to help solve this by giving solo players a way to get exp and cash, but there are a lot of things about the bounty system I'm not satisfied with.  I've considered changing it to two 'tiers' of bounties, one of which would always spawn outside dungeons and provide lesser rewards, the other which would always spawn in dungeons and provide greater rewards.   There is another system I've mulled over in my head as well but again... the question is finding the time and effort to put them all in.


42
General Discussion / Re: Last Post Contest
« on: July 16, 2012, 03:14:07 AM »

43
General Discussion / Re: So, what's up?
« on: July 14, 2012, 10:29:12 PM »
I don't have an 08 screenshots but the filename for the portail is aoi_ if that helps.

44
Player's Corner / Re: Bubbleteers unite
« on: July 03, 2012, 02:22:37 AM »
 :o

45
Bug Reports / Re: Subdual
« on: July 01, 2012, 11:33:06 PM »
I'm sure there are many ways subdual could be handled, it's just not something that's come up.  PvP has been known to happen but it's fairly rare.  It's more a matter of no one bothering to take the time to optimize it.

Edit: Oh, and a widget can be toggled in combat, if we stick it on the rest menu it would be problematic.

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