| Two ideas from my modest person | |
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Aasimar
Posts : 3 Join date : 2010-02-12 Age : 34 Location : Poland
| Subject: 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
Posts : 182 Join date : 2010-01-29 Location : Amongst the Trees
| Subject: Re: Two ideas from my modest person Fri Feb 12, 2010 6:02 am | |
| 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. | |
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Rashanka
Posts : 146 Join date : 2010-01-30 Location : Australia
| Subject: 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. | |
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Ranger of the Pubs
Posts : 38 Join date : 2010-01-30 Age : 48 Location : Earth
| Subject: 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
Posts : 146 Join date : 2010-01-30 Location : Australia
| Subject: 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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TreeWalker
Posts : 182 Join date : 2010-01-29 Location : Amongst the Trees
| Subject: 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
Posts : 38 Join date : 2010-01-30 Age : 48 Location : Earth
| Subject: 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 : 34 Location : Poland
| Subject: 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 | |
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| Two ideas from my modest person | |
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