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 Two ideas from my modest person

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Aasimar



Posts : 3
Join date : 2010-02-12
Age : 28
Location : Poland

PostSubject: Two ideas from my modest person   Fri Feb 12, 2010 5:27 am

Frirst one would be such:

Some Mercenaries to hire, like: Cleric, Fighter and Rogue(for gold ofcourse ;p).
They might be able to help new people untill more players would come, it's pretty hard to play mage alone.

Second idea - make forum's activation automatic. :] i think that i don't need to explain why. If you're affraid of bots you can put some questions i think, that are needed to be filled.
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TreeWalker

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Posts : 182
Join date : 2010-01-29
Location : Amongst the Trees

PostSubject: Re: Two ideas from my modest person   Fri Feb 12, 2010 6:02 am

Smile I'm going to try out user driven activation. Where the user can register to be a member and follow a link to activate themselves.. but the general topics can be view by visitors. I can't seem to find a way to initiate questions for autoactivation. And unfortunately I'll have to let Rash play with that if we can get it working.

*shudders* at the idea of adding henchmen back. I can change a scroll I think to temporarily allow the "summoning" of a new creature "fighter" I think? Henchmen, animal companions, summons and familars will all have the same NWN problems though. But i'll try my best. Smile

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Rashanka

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Join date : 2010-01-30
Location : Australia

PostSubject: Re: Two ideas from my modest person   Fri Feb 12, 2010 7:29 am

If I can toss in some advice however; stay out of the Chetwood caves untill you are higher than 2nd level. Smile

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Rashanka

It’s a giant, flying, magical, armour-plated, fire-breathing, hyper-intelligent, killing machine...
YOU slay it!
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Ranger of the Pubs

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Join date : 2010-01-30
Age : 42
Location : Earth

PostSubject: Re: Two ideas from my modest person   Fri Feb 12, 2010 3:01 pm

yeah.. maybe a warning sign.. or a locked door that you have to actually pick the lock on.. maybe make it a high enough DC that you would have to be a higher lvl to beat it (if you have lock picking skills) which would make sense since it is sort of a bandit hideout.
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Rashanka

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PostSubject: Re: Two ideas from my modest person   Fri Feb 12, 2010 3:07 pm

Which would effectively exclude anyone (no matter what their level) from the place if they can't pick a lock. Not very fair.

Best idea might be a warning such as they had on TotSM that popped up as you went to enter an area.

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Rashanka

It’s a giant, flying, magical, armour-plated, fire-breathing, hyper-intelligent, killing machine...
YOU slay it!
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TreeWalker

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Location : Amongst the Trees

PostSubject: Re: Two ideas from my modest person   Fri Feb 12, 2010 10:14 pm

Added a warning sign to the Bree cave area where the chetwood bandit cave enters.

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Ranger of the Pubs

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PostSubject: Re: Two ideas from my modest person   Sat Feb 13, 2010 3:46 am

Rashanka wrote:
Which would effectively exclude anyone (no matter what their level) from the place if they can't pick a lock. Not very fair.

Best idea might be a warning such as they had on TotSM that popped up as you went to enter an area.

Well it is afterall a sort of bandit hideout, so it would make sense for them to lock it.. also, it would encourage partying, i.e. make sure you bring someone along that can pick locks.
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Aasimar



Posts : 3
Join date : 2010-02-12
Age : 28
Location : Poland

PostSubject: Re: Two ideas from my modest person   Sat Feb 13, 2010 5:16 am

I think that you should add 3 kinds of henchmans, i mean one figher, one rogue and MAYBE one cleric(fighters support),
Figher - for wizards, classes with low hp, and
rogue for... classes without lockpicking. ;] Like there was Tom or that half orc in nwn campaign ;]

Or maybe just fighter and rogue, cause fighters, and close melee characters can easly use healing bags Smile
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