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Competition: Suggestions To Enhance Roleplay
Topic Started: Jul 23 2013, 10:52 AM (2,233 Views)
Mr_Otyugh
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Dungeon Master
Still if the skulls just appear to tell a one liner or two and then pop off, it seems a bit wasted effort... also odd that everyone are carrying skulls around <_< yes I agree a Mimir is very planescapish thing, but it doesn't quite feel much of anything if everyone has them... so for roleplay benefit it'd really be quite limited when you realize everyone else has one too.

re; #8: Nope, likely the checkboxes are selected in the specific blueprints to never show armor and such. Which is quite common on creature design considering doing that allows you to copy paste one appearance model and give them whatever items you want without affecting appearances... and considering the thugs wear by standard gear (since halfplate doesn't look like padded armor, and they're standard OC items) looking anything but how they look, that's likely the reason behind it.

But at the same time I figured could use some more exotic models from appearance changer type deal, kinda like we have already existing tool to alter familiar appearances... just cosmetic change, but gives more freedom of proper representation for also non-humanoid or monstrous humanoids. I mean there's the popular hope to get to purchase those beetles for one :P pop appearance change on a thug/faction buddy to look like a beetle and voila.
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Er_Nano_Infame
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Agony_Aunt,Jul 23 2013
08:27 PM

7) "Hidden" portals - well, if you are doing your RP right, then all existing portals are hidden until you find out where they are and what the keys are.  Also, its not something that's really going to enhance RP.  Also, once found, the word will quickly spread OOCly and soon everyone will know.  Random portals with random keys are an alternate idea and in line with lore... something i could get behind, but again, not really going to promote RP.


mmh what about ''malfunctioning'' portals, or portal accidently and temporary replaced by other portals. i mean, one could jump in a known portal, or one in those optional portals mentioned in this idea, and find himself in a demiplane or portion of the ethereal or astral. represented by a few smallish different maps where the pcs have to reach their way out while facing random encounters, or eventually other unlucky pcs (since the maps would be fixed in number. nwn2 can't create a whole random map dynamically in game i suppose, eh). once to the exit , the pcs finds themselves in the destination they wanted, or in a common exit place to all these stray demiplanes

and what about the ooze puddles portals of the hive? anything on them?
Maewind:''That's still plant-hating! That makes you a plant racist!''

Lucelle Vand'hovar: ''Miss Maewind, i assure you, the plants started this conflict.''

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Ceremorph
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Re: Thug boys (although IIRC one of the hirable rogues is female).

One possible option would be to create maybe ten or twelve different thug models with different appearances and clothing ,and then have the contract randomly summon one from the pool. Could also set up a "L1 hireling" option for those who'd rather have someone who isn't a thug... options for gender, race, and basic purpose wouldn't be terribly difficult (and they'd all be L1 commoners), and could be handled easily enough through a conversation object or NPC.

Re: The courier...

Probably best if we don't have unaccompanied NPCs trying to pathfind through grinding areas or interrupt private time. Perhaps there's some way to have the courier deliver the message after a 5-minute delay if the target is in one of the public Sigil areas, while if they're not it would deliver the next time they enter one of those areas. That, or simply a "you've got mail" notification and an NPC who would deliver it?
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Agony_Aunt
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Re thugs: Well, when the faction henchmen were random people said they wanted to know which one they were getting, hence it was changed. So, probably easiest just to provide a few different hirelings and be done with it.

Re Couriers: And have it play the ICQ uh-oh sound when the mail arrives :D Wasn't thinking of them pathfinding through the whole server. Just have them spawn some distance from the target, use the same routine that the faction henchmen use for spawning/despawning. Working with delays and seeing if someone is going to be available in a certain RP area is going to be problematic. I can see lots of failed deliveries this way.
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Goatrider
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Agony_Aunt,Jul 23 2013
09:21 PM
Re Couriers: And have it play the ICQ uh-oh sound when the mail arrives :D Wasn't thinking of them pathfinding through the whole server. Just have them spawn some distance from the target, use the same routine that the faction henchmen use for spawning/despawning. Working with delays and seeing if someone is going to be available in a certain RP area is going to be problematic. I can see lots of failed deliveries this way.

That's not necessarily a bad thing. If the message being carried is attached to an item, like the parchment you can buy, and the couriers leave a corpse, that creates the potential to intercept messages if the recipient is in a hunting area, or possibly even murdered/pickpocketed. There's some potential for intrigue there.
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Er_Nano_Infame
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now i wonder if the same (technical) principle as the one for the couriers seems to be developeling can be applied to summons and familiars as well
Maewind:''That's still plant-hating! That makes you a plant racist!''

Lucelle Vand'hovar: ''Miss Maewind, i assure you, the plants started this conflict.''

Nienna: ''Razorvine is hardly a plant, in her defense.''

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Agony_Aunt
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Er_Nano_Infame,Jul 24 2013
05:58 PM
now i wonder if the same (technical) principle as the one for the couriers seems to be developeling can be applied to summons and familiars as well

What do you mean?
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LiquidDreamer
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Is it possible to create a static note system? On my older characters I've typed notes into my journal only to find out later it's been wiped.
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Ravel's Heart
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I am pretty sure that Shezz (the tout) and Grinnie (the mirmir) are already in the mod, with a huge conversation on the planes, portals, factions, and Sigil already. They have just never been given a waypoint in the bazaar, so no one has ever seen them. (I was going to put them where Jezebel is or north at the bottom of the stairs from the FoS Inn, but I couldn't figure out exactly what to do with the waypoint stuff, so I never did.)

I am at work, so I can't check, but the conversation is something like ps_bazaar_shezz. I made them a long time ago for Mr. O's NPC contest, and the conversation was written to replace the Sage since he is both an OC PC (Aldanon) and is tucked in a rather out-of-the-way place where people who need to talk to him (newbies) don't find him.

The conversation is a three way conversation, which would make it a little difficult to adapt to a person object, I guess. It would make sense to spawn Grinnie, but Shezz, less so.

Also, I think the conversation might still be set to cinematic mode.
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Agony_Aunt
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@LD - parchments? Not sure how to replace the journal system, although such a thing i think is badly needed. If someone has some ideas on this I would be interested.

@Ravel - why have them walk about. If its a 3 way conversation thats going to cause problems if they move around. They could get separated. One could be set to follow the other, but walkmeshes and bumping being what they are, its possible for one or both to get stuck. Still, Cere is your man... erm, girl, if you want to find out more about this.
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Er_Nano_Infame
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well at times players rp their summons, familiar and animal companions to carry messages, was wondering if the mechanical way in which the courier cohorts would carry the message can be applied to said creatures too, perhaps through an item like the npc remote control
Maewind:''That's still plant-hating! That makes you a plant racist!''

Lucelle Vand'hovar: ''Miss Maewind, i assure you, the plants started this conflict.''

Nienna: ''Razorvine is hardly a plant, in her defense.''

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Agony_Aunt
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Er_Nano_Infame,Jul 24 2013
08:16 PM
well at times players rp their summons, familiar and animal companions to carry messages, was wondering if the mechanical way in which the courier cohorts would carry the message can be applied to said creatures too, perhaps through an item like the npc remote control

Not really. Especially if it involved leaving the area, adds a lot of complexity (not to mention familiars cannot be in a different area from their owners unless a clone is made).
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Er_Nano_Infame
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another idea:
small prison areas in the planes. when someone dies in a plane he can either choose to respawn to mortuary at the usual price, wait for a direct rescue, or respawn (aka: is dragged to) with no (or less) penalties in a area of imprisonment, where the pc must wait to get rescued from someone else, or eventually do whatever quest/trial/extra bashing to get out. and if he dies again he can't chose the ''go to prison'' pick again, but has to sort it out the usual way

edit: which prison areas? see if there's any map already present suitable, or someone (i can offer myself, eventually) may build them
Maewind:''That's still plant-hating! That makes you a plant racist!''

Lucelle Vand'hovar: ''Miss Maewind, i assure you, the plants started this conflict.''

Nienna: ''Razorvine is hardly a plant, in her defense.''

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Agony_Aunt
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Er_Nano_Infame,Jul 25 2013
03:14 AM
edit: which prison areas? see if there's any map already present suitable, or someone (i can offer myself, eventually) may build them

Can't say i like the idea, the mortuary penalty exists for a reason.

However, interesting you mention prison locations. Two immediately spring to mind.

1) Carceri, the whole plane is a prison, although for specific evil types, but if you wanted to wait for rescue in the Shivering prison, i'd be happy to oblige ::troll::

2) The other place is a place in the Astral call Pitiless. I was going to make it when doing the Astral but just didn't have the energy for what i planned. You can read about it in A Guide to the Astral Plane.

Its basically a place where beings that are too dangerous to be left running around, and yet cannot or should not be killed are taken. Its run by a couple of Dwarf Doomguards who are running a long term experiment - can things actually die and decay in the Astral given enough time. Some of the prisoners have been there a looooong time... naturally, most are very pissed. Its also a storage place for items that are too powerful to be left lying around the multiverse. Always the option of some quest to retrieve an item from there or rescue a prisoner - which considering the reason for its existence, would be an extremely stupid idea, but planeswalkers often don't think these things through, they just hear the word reward - and the risk to the multiverse can go hang :P

I get the impression that you really want to win this competition LOL.
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Ravel's Heart
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Agony_Aunt,Jul 23 2013
03:27 PM
Ravel

Generic outdoor area - erm... Karasuthra, Elysium.... you need something different?

Yes.

Those aren't generic outdoor areas. They are very specific planes. Karasuthra especially is not especially adaptable, and we do have a generic beach area useable by EMs/DMs.

What I am talking about is a large outdoor map with just a few geographic features widely spread apart: a road, a river or stream, some hills... We had one on a prior server. It was just a multipurpose map that could be the road you were guarding the caravan through, or a place to put the village that put out a call for heroes, or use as the battlefield outside the city.

That's what I mean by a generic use area. Maybe I'll give that a try next.

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Regarding Yggdrasil - get it uploaded to putting in as an event area.  Just change the tag so that its prefixed with [event] or whatever it is we use to indicate its use. You seem to have a talent for areas.  Probably worth getting Cere to look over the area just to make sure you haven't gone overboard with light sources or textures..... and yes, the things you mentioned on the builders forums about converting placeables to environment effects etc.


We'll see.

Agony_Aunt,Jul 24 2013
03:06 PM
@Ravel - why have them walk about.  If its a 3 way conversation thats going to cause problems if they move around. They could get separated.  One could be set to follow the other, but walkmeshes and bumping being what they are, its possible for one or both to get stuck.  Still, Cere is your man... erm, girl, if you want to find out more about this.

I wouldn't. I would give them one waypoint like Khazeet and the merchants.

But while I can place the NPCs in the bazaar just fine, I have no idea how to re-assign two of the current NPC flags to Grinnie and Shezz. I'd probably swap the tiefling who was supposed to get a quest and never did and the fat guy near the illithid if I knew how to attach their flags to different NPCs.

Add that to your tutorial. ;)
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