Etrance to Malar Temple is too narrowly design.

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UilliamNebel
Posts: 198
Joined: Wed Feb 13, 2019 4:12 am

Etrance to Malar Temple is too narrowly design.

Post by UilliamNebel » Sun Jan 12, 2020 7:04 pm

Entrance to Malar Temple isn't a good for all playstyles in design and destroys immersion, saps player right out of adventuring in character into full on NWN mechanics and limitations observing, and frustration.

Hard hitting monster drops, with poor UI visibility (key hole makes this more a UI than game fight if zoomed out) on the other side of a transition don't create tension, creates frustration when you get walloped right at the start of trying to do the area. Basically destroys the adventure, and immersion, right off the bat, and makes you think that the area design was just simply meant to require you to go back, de buff to enter a safe area (because 'for RP' they all require you to strip your visible buffs), rest and restock, and maybe retry (usually not) and hope RNGesus hears your prayers, for what will likely not be a reward worth the effort, but a double tapping trap with locked chest you have to break and hope something survives.

This transition is an example of a pattern on the server with this ambush transitions meant to slow down fully filled out parties, and are unfun for any other playstyle like slow solo stealth and tactical ambushing after doing recon of an area. Basically just rewards and caters to run, hack, slash, repeat play style.

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