Anphillia Continuum
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new server

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DeathWarding
Felix
SeXy_SnipER
doused in gasoline
OmegaChaos
Dae_Blazin
Rugnarie
StateOfMind
methuen
TheMothMan
Herbaliz
EvilOne
TheeVals
Light Grenades
-Rabidus-
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Post  Rugnarie Sun Jul 06, 2014 2:20 am

Gave up checking and uninstalled.
Also asking who would be playing while it's such a porn-like weather outside....
I might be inclined to play during winter...
But it would have to be a new mod...almost a decade with the same mod...Been everywhere, done everything once, twice, three times.....n.

Wink

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Post  TheMothMan Sun Jul 06, 2014 10:43 am

Rugnarie wrote:Gave up checking and uninstalled.
Also asking who would be playing while it's such a porn-like weather outside....
I might be inclined to play during winter...
But it would have to be a new mod...almost a decade with the same mod...Been everywhere, done everything once, twice, three times.....n.

Wink


I agree and I agree.

As I briefly mentioned, I was thinking about a Lite version of the MOD.
By Lite I mean more streamlined classes/feats/spells and less multiclass options (for good or bad).
Less spells, less randomness (dice rolls) and more ingame info (no more checking forums for what a spell does).

But on the flipside; More Items. more dungeons, more types of enemies and so on.

In short, focous on the world, roleplay and exploration - and less on building your character.

Now that being said, I still want every build to be different and I want options for different paths for each class.
It's important that your character feels unique and designed by you!

If it's one thing I learned in all of these years tampering with classes, spells and feats; It's that there will "always" be a build path, a spell or a feat that is "the best choice" anyways. So lets embrace that knowledge and use that to our advantage.
It is impossible to have so many options as we had before - and to have the all viable and equally useful.

I still want the PvP and Roleplay combination on the MOD, as I am certain that these two things can be combined nicely - if the players embrace it.

If more players show interest I will go into more details on what I have in mind and if even more show up, I wil start working on this.

-TheMothMan
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Post  Dae_Blazin Mon Jul 07, 2014 1:14 pm

I'm interested. I think the problem with the one I was working on was that it was the funk time of the server where people started fighting and stopping (which is a cycle). I do still have what I was working on, though it's still just mostly level 1-8, if that is something you guys want.

If not I'd be willing to work on the revised/reworked. But I'd like it if it was more then just me. Since that is how it was before. I still have it on my 3 backup drives (because again this mod go's in cycles) so if you want to use that base setup and add on from there it's cool, if not I can rip out my stuff you guys want and we can throw that in. Like the spells, persistance and the dungeon.

I stopped looking at the forums because it was all squabbles but I know a few people who monitor them (pod) and let me know when stiff is going on.

Let me know if there is something that you want me to do.
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Post  TheMothMan Mon Jul 07, 2014 8:21 pm

Dae_Blazin wrote:I'm interested. I think the problem with the one I was working on was that it was the funk time of the server where people started fighting and stopping (which is a cycle). I do still have what I was working on, though it's still just mostly level 1-8, if that is something you guys want.

If not I'd be willing to work on the revised/reworked. But I'd like it if it was more then just me. Since that is how it was before. I still have it on my 3 backup drives (because again this mod go's in cycles) so if you want to use that base setup and add on from there it's cool, if not I can rip out my stuff you guys want and we can throw that in. Like the spells, persistance and the dungeon.

I stopped looking at the forums because it was all squabbles but I know a few people who monitor them (pod) and let me know when stiff is going on.

Let me know if there is something that you want me to do.


Cool!

I want you to play here on the new MOD once it's done, that's it. Smile
But I will only start working on it I feel there is a large enough interest.

Cheers!

-TheMothMan
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Post  EvilOne Mon Jul 07, 2014 8:25 pm

I actually like the idea of having 1-8 or 1-10 level cap.
Makes you actually have to have a decent group setup to be able to defeat most dungeons and other places.
So +1 to that idea! Smile

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Post  EvilOne Mon Jul 07, 2014 8:27 pm

Just the challenge sounds exciting and interesting. Haha

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Post  methuen Mon Jul 07, 2014 11:34 pm

I would like to know what you had in mind for crafting. Both ATS and CNR have their good points and bad points, and I have seen quite a few servers that have items with "sockets" in them that lets you put in special gems that you find, which I sort of found interesting. Well and the fact that I always seem to go hard into crafting, so question is pretty relevant to me

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Post  TheMothMan Tue Jul 08, 2014 2:44 am

EvilOne wrote:I actually like the idea of having 1-8 or 1-10 level cap.
Makes you actually have to have a decent group setup to be able to defeat most dungeons and other places.
So +1 to that idea! Smile

Not sure whose idea that was, but it wasn't mine nor will I use it.
Smile

-TheMothMan
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Post  TheeVals Tue Jul 08, 2014 7:24 pm

I think I once played on a server with a lvl cap at 5. It was about survival... vs zombies or something.. kept realistic with healing kits and what not. More rp than hack and slash. Perma death for characters...

But I also once played on an anphillia with a lvl cap at 16 (where I met dae) forgot the name of the module. It had an item in it to hide faction identity so you could roleplay visiting the enemy fort disguised as a merchant or what not. (npc's would be neutral if disguise was good enough.)
It also had things for the enemy faction to capture out in the field... so there was more pvp that happened outside of assaulting gates.

Shouldn't really have players over lvl 21-25 running around on a 'low-magic' version of a mod, should we?

So what would be the ideal lvl cap for this next server?
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Post  OmegaChaos Tue Jul 08, 2014 7:51 pm

There will always be interest in this MOD. Whether the player comes on here to be constructive or destructive, the community remains. 10-20 players would play if you proceed.

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Post  Rugnarie Wed Jul 09, 2014 12:20 pm

Around 10 players might be a good guess.
Let's not forget a geographic difference though...There was always a problem that americans were playing one faction and europeans the other one and if there was only one active guy from the said continent, it really sucked, because others were either sleeping or at work...
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Post  EvilOne Wed Jul 09, 2014 2:51 pm

I bet it will get more closer to 20 players. And with good advertising on NWN sites I can see it getting more than that for sure.
But will never know if we don't get something started Smile

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Post  doused in gasoline Thu Jul 10, 2014 9:00 pm

any details on the server or total surprise ? when will it be up ?

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Post  TheMothMan Thu Jul 10, 2014 11:07 pm

doused in gasoline wrote:any details on the server or total surprise ? when will it be up ?

Slow down there Betsy, nothing is set in stone yet. Smile

Right now I'm tinkering with Haks and looking into how that would work for us.

ATM we have no MOD nor a Server computer, so it's safe to say we are far from a running Server at this point.


There is a lot of work to do.
I want to revamp all classes and races.
I want remove most old areas and add new ones (probably keep the core-areas like Fort Areas and Grand Forest).

With Haks there is so many more options and it will take time to sort everything out, not to mention doing the actual work.

We'll see what happends - I make no promises!

-TheMothMan
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Post  doused in gasoline Fri Jul 11, 2014 3:15 am

i always thought grand forest should be bigger, just my opinion . so you are saying it will be the last mod that was up, but different areas ? and i did like what you did with the classes on the last mod , just my opinion again . Guess ill keep my eyes on the forums : )

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Post  TheMothMan Fri Jul 11, 2014 11:54 am

doused in gasoline wrote:i always thought grand forest should be bigger, just my opinion . so you are saying it will be the last mod that was up, but different areas ? and i did like what you did with the classes on the last mod , just my opinion again . Guess ill keep my eyes on the forums : )
When I reduced the size of the forest, I did it because I wanted the islands landmass to be smaller - so it would be easier to get to places.

I still think its the right way to go, less landmass more dungeons.


-TheMothMan
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Post  SeXy_SnipER Tue Jul 15, 2014 4:44 am

As always Moth you have peaked my interests and you can count me in, if your in need of support of any type feel free to ask!
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Post  TheMothMan Tue Jul 15, 2014 7:11 pm

Thank you very much SeXy_SnipER!

What I need is a Server computer and a playerbase. Smile

What I have is time, motivation and ideas.


Let me elaborate a bit on the ideas part;

The World

The world would be D&D and the location would be Anphillia.
You would feel familiar with many of the places, NPC's and creatures - but it would not be the same as before.
Familiar yet different.

The focus would be on exploring and roleplay.
There will be PvP, since the "Two forts at war"-model will remain.
Dungeons, cities and other islands would be off-limits at some points in the game, based on things like quest stages and levels.
Quests would be plentiful and with variying rewards, everything from gold and XP to items and reputation.
There would be a reputation-system, deciding you disposition to various groups and cities - granting everything from quests to discounts in stores.

There will be a new more streamlined crafting system.
It would be a low-magic world in the sense that enchanted items are rare and have low bonuses.
Item Level Restriction would be used.

Carryweight might be removed or revamped and bags would be rare, like really rare.

The economy will be changed as well. Killing mobs will grant you bounty in the form of gold as well as XP. (no more sharing the gold in the chest).
One gold coin will be worth a lot more compared to what it is now and there will be ways to manipulate your income and expenses.

The loot will be more dynamic and clearly divided into Junk (sell for Gold) and Valuebles (use, hoard or sell for even more gold).

Spawns would be more random, as well as the XP gain.

Which leads us to the classes and races.


Class and Race

Race differences would be minimal, mostly differ in appearance and which Faction you can play.
Classes is where the biggest difference will be.
There would be a handful of baseclasses, the "normal" ones.
Each class gains a set number of skillpoints per level and one general feat (availible to all classes) every 3rd level.
Every 4th level you pick a class-feat or spell (no more spellbooks).
Spells will be picked as epic spells are in the original game, but with a number of uses per day based on your level and ability-modifier.

Other non-magic classes will get active abilities instead of spells, also with a number of uses per day.
For instance Knockdown would be an active-ability that would work much as a short-range spell.
Haste would be totally revamped (no more everyone running around hasted 24/7). I would become just another spell and nothing "must have".

Mounts would be worked into the game fully.
All classes would have a pet/familiar/companion that would cover the aspects that the class is lacking (mages would get a tank, archers would get a melee fight, fighters would get a range fighter and so on.)

Buff spells would be significatly decreased in power and combined into single spells, most useable-items (scrolls and so on) would be removed. Having buffs would not be essentional, only a small increase in power. (no more spending 5 minutes buffing after each rest).
The total number of spells/abilities would more or less be the same, but spead out more evenly on ALL classes.

Dice-rolls are out (both for Saves and dmg) and your Saves would use another mechanic, sort of like damage-reduction - to make sure you can still build/itemize against certain types of opponents.

BAB, HP and AC would be more even between classes (base values at least) - making it possible for a mage to do some dmg without spells, for instance.
Even with everything more centralized, classes would still have distinct roles and abilities (more so than before), for example; Mages will have an active ability from lvl 1 that fire a projectile for damaging a single target with unlimited uses per day. The type of dmg and potency of the dmg is based on the current staff the mage has equipped (using AB with the Touch Attack mechanicals to see if the "spell" hits).
And only Fighters can wield Tower Shield and Heavy Armor, making sure they can take a massive beating.
While only Barbarians can wield Two-Handed Weapons.
Healing is limited to Divine classes.
And so on.

Two other major mechanics that will be reworked are movementspeed (both + and -) and Stealth.
Stealthy character would work slightly different aswell, as I would remove the current Hide/Detect system. They would utilize the effect from Invisability instead (which would not exist as a spell anymore, nor would the See Invis and similar spells) as their stealth-mechanic. This bring many benefits and makes sneaking more realistic (you can see anyone who's really close to you and stuff like that.)
Monk-speed is another thing that will be revamped. No more 250% movementspeed unless you are a DM. Smile
As far as adding mechanics to the game, I'm working on making a Taunt system that works much like it does in many of the big MMORPG's, but I am not sure it's needed. The AI tends to attack the first thing it sees and if the Tank is upfront, things should be ok. More testing is requires here.

How you choose classes will be different aswell.
At lvl 20 each baseclass can pick one of 2 prestige classes, offering slight different types of characteristics.
At lvl 40 all classes can pick one class, Epic Class or whatever we should call it. This classes has 60 lvl (to a grand total of 100 lvls for all 3 classes), however this class grants small small bonuses per level and each level takes a long time to reach.
So a lvl 40 character would stand a fair chance to win against a lvl 100 character in a duel, but the small advantage would be for the lvl 100 character.

Conclusion

There are of course tons of tons of changes to be made, but it's important to me (and probably most of you) that it still feels like NWN and Anphillia.
This is why most of the changes will be made "under the hood of the car" so to speak and won't actually impact gameplay as much as you might think.
It might look as many changes right now, but once ingame and playing, you will feel right at home again.

Level up will be "easier" in the sense that a choice in level 6 can't be detremental to a choice you would have wanted to make in lvl 36.
That being said, I want everyone to feel that their character is unique and therefore many choices will be made availible still.

Now to achive all that, Hak Pak will have to be used.
This comes with many benefits (oh so many), but one huge draw-back - potentinally new players will have to make an extra effort (download the Hak Pak from the Forums) to get into the actual game. This used to scare many players away, but I'm not sure it does anymore.

Eitherway, with Hak Pak you will need to download only two files (*.hak and *.tlk) and put in respective folders.
And you are done (until the next update).

This means all changes will be "real" and the info will be availible ingame for everyone to read (classes, spells, abilities, items and so on).
This also means we can play with ELC on, which is nice.

Now the "problem" here is that I will have to make so much work before the MOD is even playable.
In a sense it's a brand new MOD.
So if there is an interest and if we have a server computer; I will probably focus on finishing the world and 2-3 Classes, just to get things rolling.
If it's a "success", then I will stat adding the other classes and stuff.
As always with my MOD, this MOD will contantly evolve - probably more so than others, but this time out of necessity and time restraints.

That's about all I can think of right now, if you have any questions post them here and I will try to answer them.

Cheers!

-TheMothMan


Last edited by TheMothMan on Tue Jul 15, 2014 10:18 pm; edited 1 time in total
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Post  TheeVals Tue Jul 15, 2014 8:33 pm

Interesting concept, sounds well worth the wait for the final product.  Wink 
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Post  TheMothMan Mon Jul 21, 2014 3:54 am

Does anyone know anything about getting a Server computer?



-TheMothMan
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Post  -Rabidus- Mon Jul 21, 2014 4:12 am

I sent you a pm a while back, check it out, I had someone willing to help (if wanted) and host, as he has a separate machine for it and was going to host the server I was planning, before it got cancelled

-Rab

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Post  Felix Mon Jul 21, 2014 6:47 pm

I am sure Raven69 has a server computer around.

Good to see you guys on here and talk of a new server. bounce 
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Post  TheMothMan Tue Jul 22, 2014 3:52 am

Good to see you Rob!

There are a few offers on the table now.
Thanks to everyone who has shown an interest in hosting! <3


The rest is up to me now I guess. Smile
It will take 100s of hours to do what I want to do, so we are talking months before a Beta-version.
I will focus on making 2-3 Races and Classes first and one Faction (with surrounding areas).

I will try to keep you all updated and once we get things under way, I will make a new forum and all that jazz.
So UNLESS my boss changes my work hours, I will have plenty of free time for the rest of the year, so here's to hoping.


Cheers!

-TheMothMan
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Post  Rugnarie Tue Jul 22, 2014 5:09 am

I am asking for like a bajilionth time - Could there be any toilets THIS time? If it's not too much trouble?
Please? Smile
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Post  TheMothMan Tue Jul 22, 2014 6:20 am

Rugnarie wrote:I am asking for like a bajilionth time - Could there be any toilets THIS time? If it's not too much trouble?
Please? Smile

NEVAH!
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