New Area Content Poll

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What new area content would you like to see??

Poll ended at Sat Apr 27, 2024 5:19 am

Dungeon Content

21
8%

Settlement Content

89
33%

Wilderness Content

27
10%

Planar Content

45
17%

Ocean Encounters

15
6%

Secret Locations

25
9%

Ships, Guildhouses & Castles

31
12%

Other (Please Specify)

7
3%

Enough with the areas already!

8
3%
 
Total votes: 268

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Svrtr
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Re: New Area Content Poll

Post by Svrtr » Mon Jan 29, 2024 12:40 am

While I understand wholly the reason people want more settlement stuff, I'm of the opposite mind, wanting more (non-planar) dungeons and wilderness areas.

I will say that this is my own personal sentiment, but I LOVE exploration RP. Finding lost things, dangerous enemies, bits of lore hidden in areas, big enemies to hunt (and on a side note, a hunt system would be cool, be it a hunter's guild or a player made hunt system), and would love more places to explore with things to find outside of settlements. Finding stuff in the world away from the black holes of RP that settlements can be is a great feeling, and encouraging people to see this wonderfully crafted world would be a godsend.


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Re: New Area Content Poll

Post by Roofshadow » Mon Jan 29, 2024 1:35 am

This is a bit of a long shot, but as someone who loves the ship system, something similar on land would be very cool to see.

A kind of RNG wilderness exploration for characters who get seasick, y'know? Some kind of caravan travel or similar, where you can stop at random caves, spits of woodland, abandoned ruins, small village, etc. Maybe the... ride? skill helps to evade ambushes.

I love me some adventure RP, and a kind of 'random land exploration' would be very fun for that. Little campsites without hostiles sprinkled here and there for some good ol' camping RP.


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Re: New Area Content Poll

Post by AlonelyBard » Mon Jan 29, 2024 1:51 am

My biggest hope is that we can see more content given to places that have sort of fallen off in recent times. The most notable in my mind is Sibayad, it felt like a place for the more rogue-ish elements to mix on the surface, but due to a multitude of issues throughout the years the settlement has dried up culturally.
The writs have been nerfed to the ground then dropped a bit further due to them being chosen constantly back when you could take writs multiple times. The area's vibe got kicked pretty hard by their barring of all monster races no matter what. Now we've seen other places come up and sort of just take it's place. Dis and Shadowvar take the place of the "neutral middle ground" on the server, and the writs of Sibayad have been brought to a level where level 3-5 writs give both more XP and more gold than these level 15-20 writs.

I'm someone that loves the vibes and atmosphere of Sibayad, but feel like it's lost everything that made it interesting and I rarely seem to see a single player there outside of the few that own houses.


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Re: New Area Content Poll

Post by 98lbs of sad carryweight » Mon Jan 29, 2024 2:40 am

wilderness and wilderness quarters would be cool because its rare I go outside to just wander. Minmir hills (new) towards guld are great in that regard even if it is just horrible slopes on repeat.


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Re: New Area Content Poll

Post by Irongron » Mon Jan 29, 2024 3:09 am

Regarding Sibayad. I totally agree it could be far better. We had a dev about 4/5 years ago that intended to rework it, and I had many meetings discussing the new design.

I have a very clear idea of what I want for it, but it's a big project. I'll risk spoiling it by going over the plan here, but keep in mind it is currently unscheduled, and that I don't really want to derail what is a great thread for us to read.

I'm writing on mobile, so please forgive the lack of formatting.

Setting

An inland desert town in the Nelanther isles, served by caravans crossing the lost desert from distant farms, homesteads. and covers. Once nominally controlled by Calishman, the viziers have long since broken away, the independent Mercant League now operates far beyond the reaches of the sovereign powers, protected by the harsh desert, rugged coastline and treacherous pirate infested waters (the source of much of their wealth.)

Rather than a lawless port, it is an oasis (literally and figuratively) of morally ambiguous luxury and isolation. While it has erected a Thayvian portal (that's actually where Arelith portals come from) to the isle of Arelith, it is a connection the League would have no qualms with destroying if threatened.

Reaching Sibayad.

Travel by PC ships would take a long time, and a new ship, the Sea Princess, a large galleon that would automatically sail back and forth, taking around 8 game hours. No ordinary ship, the Princess would be a floating casino and hotel, operating beyond the borders of any controlling nation and under the protection of the League. It would have player quarters, a source portal, and act as a destination for player ships when passing through their quadrant.

Upon arriving at the isle, it would pull up at a jetty at the foot of a volcano, served by little more than a hut and a handful of NPCs. From there, adventurers with enough grit can set off on a LONG journey, passing under or around the volcano. A level 14ish, several area challenging network before reaching the desert, a trade post, and a caravan to Sibayad.

Getting there would be a rite of passage, but once there, and activating the two way portal access would be straightforward.

I have not yet decided on how I'd manage UD access.

The other hurdle, is that as stated in the 'promotion' thread on these forums I'd like to start reaching 325-350 players at peak before considering an addition that will spread our players more thinly. I do still hope our existing players can help us reach that. Certainly a smaller version might otherwise be possible, but could easily turn into another (pretty) deadspace; settlement content is great, but we do need players to justify it.


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Re: New Area Content Poll

Post by BurntGnome » Mon Jan 29, 2024 3:22 am

What I'd like to see over the year:
Bendir - It has by far the least functional barracks of the settlements. The tunnels are fine, neat, useful, flavorable. But when every other barracks has a portal to make use of, and quarters people will actually want, it feels bad. Bendir has room for expansion, to help fix the very limited housing and shops, too. It's open air nature is it's defining feature, I wouldnt want to see that change, it just needs a little bit of love. And for gods sake, put a ship for Bendir in Brog's port, like Myon has in Guldorand's. Bendir is the only settlement without a ship of it's own, it's lame. Greyhammer needs to expand, as well. Lovely setting, unused because there's generally never a reason to be there, nothing to do, and is bypassed often leaving it one of the least trafficked "towns".

Grotto: This is by far the worst designed area in the game. Period. The housing all being open in the same area is the worst idea ever. Most players cannot even access it, to even go to the shops inside it. Moving the Grotto to the Turret, so the gnomes have their own settlement to play with is overdue. The Grotto's depressing, lackluster appearance and design is not fun for anyone who tries to get involved with bringing life to it. I would build a better Grotto under the Turret, and then link the two - either by a railcar transition warp, or portals. Leave the existing Grotto under Brog - just expand it to the Dale under the Turret. If the Gnomes are fated to be the one race of the Earthkin Alliance without their own nation like the Dwarfs and Halflings, double down on it. Give them a Grotto foothold in both nations, linked together. As it stands, it's less Grotto and more Ghetto - it feels like an afterthought to stuff gnomes in, not a place of their own. The Turret, as is, is not enough to support the gnome player population and we're fed up with the Grotto not being under our full control or a place conductive for our RP. The area around the Turret could be used to create a forest gnome village - and it's expansion with suitable services would fix the issue of the shops going ignored, and the Grotto shops not being accessible by a majority of the playerbase.

Westcliff: Having the Amn vessel in the Guldorand port be able to take you TO Westcliff and not just AWAY from it, its a simple request. Westcliff needs more traffic. It doesnt deserve to die out and be forgotten. The town means alot to us due to the history, the setting, and being able to get to it easier would mean alot to us who love Westcliff.

Ships - I believe the Cogs really need a secondary storage, it's hard to make use of the ship as a quarter (which you have to) and function as a ship with the materials needed. There also needs to be more ships, the amount of demand for sailing, having two or three more rentals (and Bendir having their own) would help. There's not much more lame than getting a group together to go do sailing content and finding all the rentals are in use or sunk.

Castles/Settlement Bid Properties - A new castle on the east coast (guldorand side), that would give Guldorand an actual reason to bid on any of them, would be nice (I'd do a lighthouse fort with a dock on the coastline, myself). More functionality for the castles, so they actually sought after, is needed. Darrowdeep, as neat as it is as a concept, stays empty and unused, same as Gloom. If these were tried to settlement mechanics, provided some sort of mechanical aid to the settlements, they might not go so unused. Shyr farm providing food for it's owner city warehouse, for example, or Darrowdeep/Gloom generating npc patrols, it doesnt have to be over the top. It just needs to provide more function, to warrant the effort and cost, than they give. Being a neat faction base isnt enough - people dont stick to them or make use of them beyond the initial "Hey this is neat" phase of owning it, and then they become empty ghost structures again. Them becoming valued to the point of driving a pvp narrative, and thus, having castle sieges and fights could do that, too. We have siege weapons, give them a reason to be brought out.

The various farms around Arelith - I'd like to see those provide more meaningful interaction with the settlements. Farm maintenance, shipments of goods, commoner writs. All content they could provide other than just a place to plant a few herbs. Stardew Valley Arelith Edition - let them have function and a content source for commoners.

Housing - There's buildings all over Arelith that would make for interesting homes. The non-interactive towers you see here and there, some house buildings like the water wheel house outside of Wharftown. The home in Brogswood recently is a great example. The old ranger camp in Arelith Forest becoming an actual quarter, for example. Quarters on Ranyes Island.

Interactive Settlement things - The recent belltower viewing ports in Brog, the gong in Bendir, the scry towers of Cordor. These are all great examples, and give life and function to the cities. The port cannons, they all need to be come functional again, and ports like Guldorand and Cordor without them, could use them. Wheel those bombards facing buildings at the Beggar's gate to the port where they can be useful!

Settlement Fixtures and Limits- Guldorand being limited to 30 is just choking for the things we want to do. Yes, we understand you have a vision and purpose for it being so low. It still is lame, and keeps us, the players who live there, from making it lived in. There's alot of things that could be hard mapped to free up fixture slots, like the fire/bench area. Things that are a quality of life for the cities like that should be evaluated and mapped to the module, because it shows what the players want the city to be. It's a hub, it should have enough seating built in for the demand, without us having to provide it with the limited fixtures we have to work with. Likewise, with all the shared housing fixture limits, alot of us find ourselves unable to decorate the large empty houses we get and still fairly share that ability with our neighbors. And for some areas, like the Earthkin keep and Village, there's barely any fixture room despite huge empty rooms and wide open empty fields. Players should have more direct input on the look of the settlements they inhabit, and we do that via fixtures. When they are this limited, we cannot express ourselves properly in our own homes, and it sucks. A modest increase in fixture limits and the hardmapping of things that have been there for years is a step forward for that.


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Re: New Area Content Poll

Post by Grimey Straatwalk » Mon Jan 29, 2024 4:12 am

Guldorand face lift. More places to live and more stores sorely needed. Rework temples and areas that are dead.


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Re: New Area Content Poll

Post by Daracide » Mon Jan 29, 2024 8:05 am

I would love to see some endless challenge content, like being able to go out of boundaries on ships or eventually in wilderness if that would be mechanic, and each cell away from center, any encounters would be more and more difficult to fight with. Maybe... endless difficult monsters would from time to time drop trophies that indicates their challenge rating, so later on more brave adventurers could show them off on their trophy wall.


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Re: New Area Content Poll

Post by direfish » Mon Jan 29, 2024 8:13 am

Settlements can always use more attention.
But not in the sense of just adding areas and overall making them larger. More like making them more compact and ergonomic to foster settlement rp.


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Re: New Area Content Poll

Post by Oxtail_Soup » Mon Jan 29, 2024 8:19 am

I would love to see a bit more of old Benwick hidden away in the cave system, that is secret and hard to get to (perfect for clandestine paladin meetings!).
Not an area per se, but it would also be nice to see the 'Duty loves Meegat' tree inscription back on one of the trees near the lake!


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Re: New Area Content Poll

Post by Irongron » Mon Jan 29, 2024 9:48 am

direfish wrote:
Mon Jan 29, 2024 8:13 am

Settlements can always use more attention.
But not in the sense of just adding areas and overall making them larger. More like making them more compact and ergonomic to foster settlement rp.

My philosophy with settlements (At least cities- Andunor, Guldorand are the best examples) is to have a central RP hub, easy to reach, relatively compact and within a stone's throw of all key amenities, and a much larger, flavourful settlement beyond.

It's only the former of these that are designed to see 24/7 traffic. The rest is there to be used if and when some local RP takes hold; a guild springing up for a few months to bring life to a playhouse, temple or tavern. Such locations serve to create a living world beyond the player communities, house flavourful NPCs or serve DM events.

For many of us, and for many playstyles, Arelith serves also as a single player module, to explore and to adventure in. Sure, our player numbers are healthy, but they are in no way large enough to keep more than a handful of areas super trafficked, and I wouldn't want settlements to be limited by that metric.

I totally agree that spreading players too thinly would be a mistake, which is why I try to design these choke points into the module, while keeping space for exploration. It's also why I remain somewhat skeptical of adding too many guildhouses (and too a lesser extent ships) as these very often serve to lock away a group of players in their own private area, rather than put them somewhere where they can contribute to a lively environment.

I also just simply enjoy designing and writing fun, atmospheric city locations, and both Guldorand and Andunor were specially designed as places that would be fun to explore even if nobody else was online.

As far as making more existing areas, recently asked some skilled staff members if they would be willing to edit NwN's main 'City' tileset, to extend the walkmesh to the roof tiles. It's a big job, but one that is definitely possible. Cordor is ideally suited to such an addition, the buildings are closely laid and with plenty of climb and jump spots it would very much add a new dimension to the city.


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Re: New Area Content Poll

Post by Irongron » Mon Jan 29, 2024 9:53 am

Daracide wrote:
Mon Jan 29, 2024 8:05 am

I would love to see some endless challenge content, like being able to go out of boundaries on ships or eventually in wilderness if that would be mechanic, and each cell away from center, any encounters would be more and more difficult to fight with. Maybe... endless difficult monsters would from time to time drop trophies that indicates their challenge rating, so later on more brave adventurers could show them off on their trophy wall.

We've added a few of these in the past but they always end up being exploited for XP or material gain, and serve no real RP purpose, as such they are often curtailed or removed. While I agree such content can be fun, it is likely better suited to an action server. Certainly I'd be fully behind adding a lot more content like this to the PGCC.


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Re: New Area Content Poll

Post by Irongron » Mon Jan 29, 2024 10:07 am

Svrtr wrote:
Mon Jan 29, 2024 12:40 am

While I understand wholly the reason people want more settlement stuff, I'm of the opposite mind, wanting more (non-planar) dungeons and wilderness areas.

While I said in my original post I would initially avoid giving my own prefence, you've summed it up so well I have to agree. I'm definitely a bit sad to see such little appetite for dungeons here, but I'm also aware that they can provoke a lot less excitement than the RP potential of new settlement content.


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Re: New Area Content Poll

Post by Babylon System is the Vampire » Mon Jan 29, 2024 12:35 pm

Irongron wrote:
Mon Jan 29, 2024 10:07 am
Svrtr wrote:
Mon Jan 29, 2024 12:40 am

While I understand wholly the reason people want more settlement stuff, I'm of the opposite mind, wanting more (non-planar) dungeons and wilderness areas.

While I said in my original post I would initially avoid giving my own prefence, you've summed it up so well I have to agree. I'm definitely a bit sad to see such little appetite for dungeons here, but I'm also aware that they can provoke a lot less excitement than the RP potential of new settlement content.

More dungeons are always good for me, but I'm one of those jackasses that tries to do every writ as I level up regardless of risk/reward, even though I level way too fast these days to come even close. And I think I'm few and far between when compared to most players. If you want the general player base to be excited about them, I think they need to be designed to be near impossible for a group of level 30s.

If you slap up a few extremely large dungeons that players can poke away at a little at a time, slowly figuring out how to get a little further each time, perhaps even going as far as to send alerts to dms if players get close so they can make the end even more challenging, and I think you will find people striving to figure out how to beat it. Add something spicy, like once the dungeon is finished by a group it's gone for good, and all of a sudden you have things that players are racing to finish, which sounds horrific on paper but if it's hard enough it's going to take a good long while for a group to do it.

Beyond that, dungeons are kind of whatever to most players. If it's too easy, everyone will solo it for max gold. If its two hard, it will either never get done or get done with people way above the level range just to get the writ xp. Same as everything else that already exists.


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Re: New Area Content Poll

Post by Amateur Hour » Mon Jan 29, 2024 1:35 pm

Zariu wrote:
Sun Jan 28, 2024 9:44 pm

Well, my pie in the sky take is I'd love for Sibayad to actually become a place. Style it a bit like Waterdeep with a highly trade based city up above, where evil characters can be but not monsters and a skullport like section of the city below which allows monsterous races because money talks.

This would give openly evil PCs a place to be besides Andunor and another place for monsterous races to be. But it would require a lot of work plus likely need the Dis/Shadovar treatment of having guards. And I recall this was mentioned as not a plan for the server some years back when Guldorand became a city. So I don't expect this to be a thing, just giving my personal two cents.

Besides that, older settlement areas could use touchups. I suddenly recently realized there aren't any player owned bars in Andunor for example. And maybe the idea is staying away from things like the Nomad in Cordor, but it just seems like things could be added and updated to be more in line with newer settlement options. Like an actual stage somewhere could be really cool.

More sail rentals would also be an idea. It is a popular pastime but few places feel like they have a good range of rentals.

Besides that, I do love secret areas. They're neat things to figure out and can facilitate much roleplay. The downside of course is a lot of effort can be spent on these areas for them to sit idle for some time until the right characters come around to use it.

That all stated, I agree with the "all of the above sounds amazing" votes.

To build off of that, I do love the idea of Shady Sibayad as a place to expand on, but I think narratively there would be benefit from a settlement which doesn't tolerate the evil stuff at all. If Guldorand or Cordor were to suddenly tighten up and be more structurally anti-Evil, there would be place for Sibayad to be Sibayad.

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Re: New Area Content Poll

Post by Irongron » Mon Jan 29, 2024 4:03 pm

Amateur Hour wrote:
Mon Jan 29, 2024 1:35 pm

To build off of that, I do love the idea of Shady Sibayad as a place to expand on, but I think narratively there would be benefit from a settlement which doesn't tolerate the evil stuff at all. If Guldorand or Cordor were to suddenly tighten up and be more structurally anti-Evil, there would be place for Sibayad to be Sibayad.

I'm not going to make, or approve making Sibayad a mixed monster/surface settlement, aside from a few certain races that do well in either setting. Monsters have the Underdark, and elsewhere they can expect to be treated as such.

Also as I've explained many times before this is not a reciprocal state - Andunor tolerating (certain shady) surfacers for trade does not mean the same will be true in reverse. No matter the circumstances the NPCs on the surface will not tolerate gnolls, goblins, drow etc hanging out with them (but possibly in the capacity of arena/circus entertainment.)

Monsters being 'monsters' on the surface does not mean that humans, elves etc are 'monsters' in the Underdark...that would be the monsters still. Neither is development a game of 'Let's be Fair' where everything the main surface races can enjoy should be therefore be granted to the other side; thoee playing in the Underdark need to know comes with certain restrictions and expectations.

On the other side I definitely do not want any human city to be 'all good' as the Cordor of old. It doesn't respect much of the forgotten Realms setting and lends itself to stale, isolationist roleplay. Shades of grey, and the accompanying intrigue and suspicion is absolutely what I am aiming for (admittedly more in Guldorand than Cordor).


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Re: New Area Content Poll

Post by Xerah » Mon Jan 29, 2024 4:10 pm

Irongron wrote:
Mon Jan 29, 2024 10:07 am
Svrtr wrote:
Mon Jan 29, 2024 12:40 am

While I understand wholly the reason people want more settlement stuff, I'm of the opposite mind, wanting more (non-planar) dungeons and wilderness areas.

While I said in my original post I would initially avoid giving my own prefence, you've summed it up so well I have to agree. I'm definitely a bit sad to see such little appetite for dungeons here, but I'm also aware that they can provoke a lot less excitement than the RP potential of new settlement content.

When your leveling experience is over in 2-3 weeks and the next 3-9+ months is you at 30, you’re going to find yourself in settlements far more than anywhere else. I think that’s a big part of it.

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Re: New Area Content Poll

Post by Irongron » Mon Jan 29, 2024 4:28 pm

Xerah wrote:
Mon Jan 29, 2024 4:10 pm
Irongron wrote:
Mon Jan 29, 2024 10:07 am
Svrtr wrote:
Mon Jan 29, 2024 12:40 am

While I understand wholly the reason people want more settlement stuff, I'm of the opposite mind, wanting more (non-planar) dungeons and wilderness areas.

While I said in my original post I would initially avoid giving my own prefence, you've summed it up so well I have to agree. I'm definitely a bit sad to see such little appetite for dungeons here, but I'm also aware that they can provoke a lot less excitement than the RP potential of new settlement content.

When your leveling experience is over in 2-3 weeks and the next 3-9+ months is you at 30, you’re going to find yourself in settlements far more than anywhere else. I think that’s a big part of it.

Yeah, well I wasn't going to say it...


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Re: New Area Content Poll

Post by Svrtr » Mon Jan 29, 2024 4:34 pm

Irongron wrote:
Mon Jan 29, 2024 4:28 pm
Xerah wrote:
Mon Jan 29, 2024 4:10 pm
Irongron wrote:
Mon Jan 29, 2024 10:07 am

While I said in my original post I would initially avoid giving my own prefence, you've summed it up so well I have to agree. I'm definitely a bit sad to see such little appetite for dungeons here, but I'm also aware that they can provoke a lot less excitement than the RP potential of new settlement content.

When your leveling experience is over in 2-3 weeks and the next 3-9+ months is you at 30, you’re going to find yourself in settlements far more than anywhere else. I think that’s a big part of it.

Yeah, well I wasn't going to say it...

I would say it's a matter of mentality on the players. I know of groups who love to hunt and explore and take people to dungeons they've not done before, half or more of them not taking a share for the sake of the people going for the first time

Dungeons and exploration can be great fun if you let it be great fun, the rewards being icing on the cake (albeit rewards beyond coin and runics that are more flavorful like the sailing stuff but for land content and dungeons of magnitude of saga worthy epic beyond the wells are cool.)

Utter personal bias but nothing brings me more personal joy than taking a low level person to a high level dungeon or a dungeon they have never seen and telling them the lore known, and making them feel epic in an otherwise material plane dungeons that's just an old ruin. Shiny medal for such dungeons that aren't mechanical just make it go that extra distance


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Re: New Area Content Poll

Post by Amateur Hour » Mon Jan 29, 2024 4:35 pm

Even when leveling experience was slower - granted, I do not have Arelith experience in the pre-writ days - I feel like people still didn't spend that much time in dungeons? Because probability-wise, your group would head to a dungeon, and more often than not there'd already be someone there circle-grinding (particularly if it was a weekend), you'd just head back to town with your group and chill there for a bit until you thought the circle-grind group might be getting bored, then check again. One of the best things about the new writ system is that it spreads people out so characters aren't circle-grinding the same spaces all the time.

I admit I didn't vote for dungeons because I am most active at a time few other players are, so the vast majority of content I experience has to be done solo or with a very small group. I can experience settlement or wilderness content solo or with a very small group. I've enjoyed the new end-game dungeons when I've had the opportunity to do them, but that comes maybe once a month? Maybe.

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Re: New Area Content Poll

Post by Zariu » Mon Jan 29, 2024 6:08 pm

I think if it was a top three vote, you'd see far more dungeon votes. But just picking one? At the end of the day most people spend a lot of time in settlements because they are natural RP hubs.

Dungeons are neat and fun to explore, but you have to be careful not to disturb writworkers, or others trying to enjoy the content, or even just members of the party having limited time. This tends to lead exploration of them to be more of a rush than a leisurely meander. Its why I personally mentioned secret areas over dungeons. Secret areas I can marvel at, examine and RP in often with no detriment to anyone else.

The Sibayad ideas sound neat, certainly more of a long term plan and having player count requirements as you mentioned. But hopefully in however many years it'll be a thing.


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Re: New Area Content Poll

Post by Hrothgar Bloodaxe » Mon Jan 29, 2024 9:50 pm

If I have to choose one thing to vote for, I'd choose more "settlement content."

Specifically, I'd like to see an overhaul of the settlement auction properties, and really the concept in general.

Food for thought:

  • All auction properties should be easy to get to / from by the general public. Castle Gloom has an inbound portal, but once you are there, there's no way of leaving, unless you have access to the innermost / highly restricted part of the castle. This is a huge disincentive for people to shop or visit there - after all, who wants venture far out into the middle of nowhere to shop, without a way of getting back that doesn't require cracking a 2000 gp lens? This also applies to other auction properties as well, but Gloom is the worst offender. These aren't just "any old guildhouse." These properties are quite a bit more expensive, and quite a bit more difficult to keep possession of, than an ordinary guildhouse. So the fact that they are more difficult to get to than a lot of "permanent" guildhouses, doesn't make any sense.

  • Have permanent, non-auction quarters and shops built around the auction properties. The idea being that this will create a more permanent community, and liven up the area. I'm thinking of something like Greyhammer, but surrounding Gloom, or Darrowdeep - have a handful of single-person quarters and a couple of shops that aren't attached to the auction property. I think of medieval villages during Feudalism - the Lord of the estate may be replaced by the King from time to time, but the people who lived in the actual village stayed there regardless of who was in charge. This goes hand-in-hand with ensuring that these areas are easy to get to. Over time, these "villages" could develop their own unique character.

  • Have a private island / accompanying ship as a part of the auction system. I think this would add some interesting elements to the game. This would potentially create an "anti-Sencliff" albeit smaller in scale. I could imagine a powerful sea-faring merchant guild taking this over, as a base of operations to protect their trade route. Perhaps it could sell trade supplies, creating revenue for the owners. As well, having a really cool ship tied to the auction system would be a way for different settlements to fairly compete for an additional ship, without having to deal with the very competitive/low turnover "private ship market." You could have additional "ocean writs" there, etc.

  • Further develop the "independent" settlements - Sibyad in particular, but also the Shadovar village (Dis as well, but this just received an update, so less urgent). Sibyad in particular is woefully underutilized. It has huge potential, but just isn't quite there. I could see for Sibyad, what was done for "old Guldorand" (i.e. Westport). As in, Calimport takes an interest in the place, builds it up. Maybe even make it a full-on settlement. Honestly, Sibyad already has most of the "pieces" - an arena, ample shopping, ample quarters. If it just had a facelift, and some mechanical fine-tuning, it could become a really major area. As well, it would be the only predominantly Human / surface settlement, that allows slavery - which I think adds an extra layer of social complexity to it. Cordor is sort of the "good" settlement, Guldorand is somewhat more neutral (given Freeport), and Sibyad would be sort of the "evil" settlement.

  • Unrelated to settlement improvements, I think adding new secret areas, and expanding on wilderness territories, would be really go. One of the things I love about Arelith is the ability to still encounter new things, even after playing for many years.

Of course, optional horse death RP is a possibility.

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Irongron
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Re: New Area Content Poll

Post by Irongron » Mon Jan 29, 2024 11:19 pm

Hrothgar Bloodaxe wrote:
Mon Jan 29, 2024 9:50 pm

If I have to choose one thing to vote for, I'd choose more "settlement content."

Specifically, I'd like to see an overhaul of the settlement auction properties, and really the concept in general.

Food for thought:

  • All auction properties should be easy to get to / from by the general public. Castle Gloom has an inbound portal, but once you are there, there's no way of leaving, unless you have access to the innermost / highly restricted part of the castle. This is a huge disincentive for people to shop or visit there - after all, who wants venture far out into the middle of nowhere to shop, without a way of getting back that doesn't require cracking a 2000 gp lens? This also applies to other auction properties as well, but Gloom is the worst offender. These aren't just "any old guildhouse." These properties are quite a bit more expensive, and quite a bit more difficult to keep possession of, than an ordinary guildhouse. So the fact that they are more difficult to get to than a lot of "permanent" guildhouses, doesn't make any sense.

  • Have permanent, non-auction quarters and shops built around the auction properties. The idea being that this will create a more permanent community, and liven up the area. I'm thinking of something like Greyhammer, but surrounding Gloom, or Darrowdeep - have a handful of single-person quarters and a couple of shops that aren't attached to the auction property. I think of medieval villages during Feudalism - the Lord of the estate may be replaced by the King from time to time, but the people who lived in the actual village stayed there regardless of who was in charge. This goes hand-in-hand with ensuring that these areas are easy to get to. Over time, these "villages" could develop their own unique character.

  • Have a private island / accompanying ship as a part of the auction system. I think this would add some interesting elements to the game. This would potentially create an "anti-Sencliff" albeit smaller in scale. I could imagine a powerful sea-faring merchant guild taking this over, as a base of operations to protect their trade route. Perhaps it could sell trade supplies, creating revenue for the owners. As well, having a really cool ship tied to the auction system would be a way for different settlements to fairly compete for an additional ship, without having to deal with the very competitive/low turnover "private ship market." You could have additional "ocean writs" there, etc.

  • Further develop the "independent" settlements - Sibyad in particular, but also the Shadovar village (Dis as well, but this just received an update, so less urgent). Sibyad in particular is woefully underutilized. It has huge potential, but just isn't quite there. I could see for Sibyad, what was done for "old Guldorand" (i.e. Westport). As in, Calimport takes an interest in the place, builds it up. Maybe even make it a full-on settlement. Honestly, Sibyad already has most of the "pieces" - an arena, ample shopping, ample quarters. If it just had a facelift, and some mechanical fine-tuning, it could become a really major area. As well, it would be the only predominantly Human / surface settlement, that allows slavery - which I think adds an extra layer of social complexity to it. Cordor is sort of the "good" settlement, Guldorand is somewhat more neutral (given Freeport), and Sibyad would be sort of the "evil" settlement.

  • Unrelated to settlement improvements, I think adding new secret areas, and expanding on wilderness territories, would be really go. One of the things I love about Arelith is the ability to still encounter new things, even after playing for many years.

These are all great ideas.

The private island I've long considered, but it does isolate players a little more...

Adding house around the castles I had not - they were actually designed as areas where owning settlements could fight without the server lag/logistical problems of warfare in the streets. I had hoped DMs and players would come together to make this happen from time to time, but alas there was seemingly no appetite for it. I think I'll therefore go ahead and do your (honestly I think better) idea instead - tea and crumpets on the castle lawn it is.

Sibayad - see my post further up - I hope we can manage some server promotion together first; we just don't have numbers to justify it right now.


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Royal Blood
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Re: New Area Content Poll

Post by Royal Blood » Mon Jan 29, 2024 11:51 pm

Honestly idk that there even need to be 'new' dungeons. I think a lot of the 'old' dungeons could be touched up a bunch to be more efficient, engaging, and just more atmospheric.

Off the top of my head, the Iron Mine. It's a huge zone with the exact same map rotation all the way around and then there's slow traps mixed in to make going through the exact same sequence of cave patterns even more tedious. The ending is kind of cool, but the challenge level scales abruptly and honestly I am not sure there is a reason to come back to it as the writ completes upon simply entering the last zone.

The newer dungeons all have kinda cool quirks and mysteries to stumble on. They have nice lore tie ins and they feel 'full.'

Adding interesting mechanics on bosses could be fun too. Something coded in for abilities as many of them feel rather mundane at the moment.

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Re: New Area Content Poll

Post by Sigmar Revenge » Tue Jan 30, 2024 12:11 am

I voted settlements. Andunor could really get some love. Devils Table or Sharps havent been touched in years and u can really see it. I also think that perhaps Andunor as a whole could get re-arranged, there are some areas that are almost always empty.

Greyport has Red Tower events from time to time and brawl tournaments on streets, other than that its empty, people just walk through all shops and thats it. Same goes for Slave pits or Rothe fields, people just visit sporadically for Beast and Rothe fields.. well they're just always empty. Perhaps thats why city could get re-arranged, so people have some reason to at least go through certain areas or even visit them and then there's Table and Sharps which are always faction occupied but are very outdated, building and design wise.


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