Myon: The Twilight Grove, and the Elven Quarter

Feedback relating to the other areas of Arelith, also includes old topics.


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stop bullying bards
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Myon: The Twilight Grove, and the Elven Quarter

Post by stop bullying bards »

Hello there!

I wanted to drop by and leave a feedback post regarding the title-mentioned areas of the module regarding Myon as a settlement after playing in the city for a while. I’m going to be listing out in no particular order some of these things that have left me simply whelmed by the experience of roleplaying in this portion of the server. The list below is a lot of feedback, some offerings to what I might hope to see in the future, and how I see/feel about the current state of the settlement spoken through nitpicking and true uncertainty to how it ended up as it is.

The Twilight Grove:

The Gallery Oak:
The effective museum of player created fixtures from paintings, sculptures and else, has no placed NPCs/NPC curator within the building. In the short time I have played in the city, four times have I seen some effort of a plot/story thread involving a thief stealing a piece of artwork, where we have been powerless to even attempt an investigation or roleplay anything beyond hoping the thief announces they had done it. The area should have an NPC that can be ‘investigated’ in my opinion, as the expectation to protect fixtures with an actual player/character is a ridiculous thing.

The Great Oak, where Myon houses both the Library and the Council room:

There is a placed ‘Ward’ in the shape of such as one to prevent scrying, that simply does not work. I’d personally wish it fixed, or removed, simply to use the area. It feels like some amount of a visual trap for newer players that might expect it to be a functioning piece of the placeables used to create the area, as it currently exists.

The council chamber found on the third floor of the oak, which in my mind would be something meant for a chance to hold private meetings, does not have a chance or place to lock the doors entering it, and I would prefer something tying it to the faction hall, or another similar chamber created into the faction hall.

Inside the Twilight Grove, there are not enough open spaces or pre-determined places for gatherings or hosting of events. Functionally, Myon has used a ramp leading into the Gallery Oak, and the area inside the Gallery oak, as our primary location where we can fit a crowd of characters. However, this area also overlaps with the mechanical garden areas of the Twilight grove, meaning often characters will simply be standing on top of, or walking directly through mechanical herb plants/bushes – because the area is so limited.

Spacing in the grove is unwell, and the time to access the area mixed with no public or private departure portal, often means the entire area goes ignored, even further because there are no player shops to bring people to the Grove, and no larger estates, guild houses, or else in the Twilight Grove to drive roleplay toward it. As it currently exists, there are smaller ‘apartment’ style quarters, but nothing more and essentially becomes a non-played area outside of festivals/events/gatherings hosted there because of how sad the space is to use.

Regarding areas to roleplay within the Twilight Grove, there are functionally three. The spoken area outside the Gallery Oak, the Great Oak, and the house of Reverie. The rest of the grove is too limited in space, and it feels better to simply use the Elven Quarter, driving people further away from the ‘main’ portion of the elven city.

The Elven Quarter:

A public gathering hall with our shops fails to create any private areas within quick reach. I’m comparing the central gathering hall here to Cordor, the standard in my head for a city- where they can quickly arrive from the square to the faction hall, and then have meetings or conversations characters might wish away from crowds. However, in the Elven Quarter’s High Hall- to find a true privacy, characters would need to leave the hall, walk down the hill that faces away from the barracks, move over the broken walk mesh of the hill that only works in certain areas, move down a set of stairs, into a building, up a set of stairs, into the faction hall. Which leads on to a discussion in the faction hall. Yet, the faction hall:

The Elven Quarter faction hall is a miserable little thing.

  • One main room, able to be used for communications in the city, that has no functional meeting space in the main chamber.
  • Two rooms wait ahead on the left and right, one with space for storage that can be locked– another with a table and place for meetings/gatherings.
  • Neither of the two above listed rooms are functionally private spaces. The tileset used to create the miserable little faction hall, offers doors that are not true doors. As they should in NWN, you would hear nothing outside or not be able to see the conversations written between characters. However, you can simply stand outside and 'hear' what goes on within. Which would mean, if someone was wanting to have a private conversation or meeting, you could accomplish the same thing by warding a space and whispering in a corner like a strange creature, instead of making use of a roleplay area to host a meeting.
  • The size of this faction hall is only made worse, when functionally someone needs to own a quarter within the barracks if the city wishes to have a private space to store something probably meant to be kept private, in a specific location. This ‘quarter’ in question is a single tile. A single, one, tile. I’m not certain how this made it through a final draft, unless this specific quarter is adjusted to not be included in the ‘ownership’ of quarters, so the faction leader or someone in the city can ‘own’ this dreadful little quarter within the miserable little faction hall, and still own another quarter they use.
  • Overall, the entire faction hall is something I’d like to see completely redone in hopes that it becomes something useful, or not terrible to access.

Stepping back into the Elven Quarter:

Myon has no tavern within the quarter, nor a ‘vineyard’ or something that might drive roleplay into the Twilight Grove. It is a simple thing, that might come and go—but it is simply another thing that feels ‘missing’ – of course the residents of the city could venture into Guldorand, but I do not understand why there is only one, compared to a second that would drive ‘competition’ between the two taverns, or create a bit of interesting roleplay between the areas for them.

The design of the Elven Quarter suffers the same exact problem the Twilight grove has. There are no functional public roleplay spaces that are easily accessible. The decision for the rolling hills to make it feel ‘above the Deep Wells’ ruins hopes of using the area specifically to gather, meet, or have open conversations. It makes it even more difficult when the ‘main’ and ‘center’ areas of the Elven Quarter are littered by a stream, a waterfall, a pond, and then a non-separated temple area. This simply prevents the area from being used to host gatherings anywhere other than in the middle of a river, with people sitting on a hill.

In regard to above mentioned temple, it brings me some great sorrow to wish to roleplay out a moment of prayer between two characters inside the place, only when I first approached it realized that this specific 'temple' area was the creation of a map placeable in the tileset, and thus you need to play near completely zoomed in if you have hopes of see what your character is actually looking at inside the 'temple' area.

The fixture limit. Somehow, the Elven Quarter has a fixture limit of 35 for the sprawling space. So, between altars, basic sign postings, and advertisements for shops in the quarter – there can be no additional ‘meeting spaces’ created through fixtures, less Myon decided to forgo all of that in the effort of creating a table and some chairs that would probably be stolen.

The Elven Quarter also goes without any temporary stalls or true ‘outdoor’ or even ‘indoor’ market space. Which, again, the characters of the city could make use of the many in Guldorand- but I question why the Freeport and Republic are given such a great excess of shops, and the Elven Quarter and Twilight grove have none.

Further, the housing within the Elven Quarter and Twilight Grove is also still not locked to Elves, Half-elves, Firbolgs, and Fey – which feels like oversight or something that needs to be addressed by the staff still. Brogendenstein has already locked quarters to Earthkin, and somehow Myon has yet had this implemented into some portion of the player/character housing that exists within the areas. Which, again, simply feels like oversight unless this is intentional which I would question the ‘why’ to this decision as it is an Elven focused settlement. If something happens to lock another focused area, I believe it should be something server wide.

Wrapping up the feedback post, I did also want to mention that it was reported months ago that the taxes for landed nobility in Myon have stopped working, and this continues to be a problem. Which, to this moment, simply adds to some greater amount of nitpicking all that is unwell with this settlement and is on the growing list of things I’d wish to see changed or improved within Myon/The Twilight Grove/Elven Quarter.

Altogether, each of these areas feels ‘whelming’ to participate and create roleplay through. My honest feedback is I simply wish the entire elven quarter was removed and left to Guldorand, and tension between the cities came from Myon as a settlement arriving on political ventures to make safe the treasures and relics of their past found in the Deep Wells, then an expansion was made to truly make use of the Twilight grove as a hub for all things Myon and Elven. However, that will not happen. As it will not, I am hopeful to eventually see a more solid rework done with roleplay and accessibility in mind for the areas of Myon/The Elven Quarter/The Twilight Grove.

The feedback ends with hopes that the faction hall was changed to be a guild house or tavern, and the faction hall was moved to be ‘upstairs’ from the High Halls in the Elven Quarter. The Twilight Grove expanded to have one or two guild houses/estates/or a tavern with spaces for shops, a departure portal private or public, and more space to actively make use of roleplay in this area and some hopes the Elven Quarter as well might become more approachable through changed design.

While Myon was thankfully given a portal to arrive at the Temple beyond in the Arelith Forest, that is still not Surface Only as it was advertised to originally be, the only means to depart without use of a portal lens, or being part of the government of Myon, is to run all the way to Soulhaven to make use of the departure portal. This is simply sad to see in the settlement as it involves running through an entire extra settlement to leave.

Thanks for taking the time to read the nitpickings and ramblings.

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Krat
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Re: Myon: The Twilight Grove, and the Elven Quarter

Post by Krat »

Glad to see a lot of the issues I have with current Myon are shared and have finally been put to words here on the forum. Really feels like the Twilight Grove is severely neglected but has SO much potential as a social space, and I'd really like to see more done with it.

TavernRoleplayer
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Re: Myon: The Twilight Grove, and the Elven Quarter

Post by TavernRoleplayer »

Not much to input as stop bullying bards has noted down everything I had issues with.

I agree 100% with it all.

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In passion, patience
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Re: Myon: The Twilight Grove, and the Elven Quarter

Post by In passion, patience »

Very thorough, very straightforward. I'm glad the issues have finally been pointed out. Looking forward to Myon updates!

Kythana
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Re: Myon: The Twilight Grove, and the Elven Quarter

Post by Kythana »

The effective museum of player created fixtures from paintings, sculptures and else, has no placed NPCs/NPC curator within the building. In the short time I have played in the city, four times have I seen some effort of a plot/story thread involving a thief stealing a piece of artwork, where we have been powerless to even attempt an investigation or roleplay anything beyond hoping the thief announces they had done it. The area should have an NPC that can be ‘investigated’ in my opinion, as the expectation to protect fixtures with an actual player/character is a ridiculous thing.

100% agree. It's frustrating to play a guard style character and feel incompetent because you don't want to stand around for 10 hours on end watching for thieves. Not to mention that even though the Grove is often limited to only elves, and has posted guards, essentially anyone can come through at any time with no problem. It feels extremely unsecure and hard to justify it in character.

Spacing in the grove is unwell, and the time to access the area mixed with no public or private departure portal, often means the entire area goes ignored, even further because there are no player shops to bring people to the Grove, and no larger estates, guild houses, or else in the Twilight Grove to drive roleplay toward it. As it currently exists, there are smaller ‘apartment’ style quarters, but nothing more and essentially becomes a non-played area outside of festivals/events/gatherings hosted there because of how sad the space is to use.

To add onto this, the homes inside The Great Tree are extremely small and lacking in space. They're relics of old Myon and never properly updated, and this contrast is quite noticeable compared to the much bigger houses in the House of Reverie, or the various houses in the Elven quarter.

Image

You get one tiny room, and even thought these quarters have a fixture limit of 360, less than 40 are currently used because of its unpopularity and complete lack of space.

A public gathering hall with our shops fails to create any private areas within quick reach. I’m comparing the central gathering hall here to Cordor, the standard in my head for a city- where they can quickly arrive from the square to the faction hall, and then have meetings or conversations characters might wish away from crowds. However, in the Elven Quarter’s High Hall- to find a true privacy, characters would need to leave the hall, walk down the hill that faces away from the barracks, move over the broken walk mesh of the hill that only works in certain areas, move down a set of stairs, into a building, up a set of stairs, into the faction hall. Which leads on to a discussion in the faction hall. Yet, the faction hall:

I would personally like to see a warded meeting room connected from the high hall. Or for a portal directly leading to the top of The Great Tree from the elven hall only accessible by members of the settlement faction. This former is similar to how the Hub has a meeting room a few steps away from the main area by the portal.

The feedback ends with hopes that the faction hall was changed to be a guild house or tavern, and the faction hall was moved to be ‘upstairs’ from the High Halls in the Elven Quarter. The Twilight Grove expanded to have one or two guild houses/estates/or a tavern with spaces for shops, a departure portal private or public, and more space to actively make use of roleplay in this area and some hopes the Elven Quarter as well might become more approachable through changed design.

I think moving the two shops below by the Mythal into the Twilight Grove, as well adding a few more there would help too. Despite a portal being next to those two shops, there are almost never checked, and in a completely undesirable position.

Overall, I agree. While Myon is much bigger than what it once was, it personally feels less homely because a majority of the time, the RP happens in one small area that contains the most functional parts of the city. I would love for a reason for to use the Grove more often, whether it be a public gathering space, or a couple guild hall to open up new avenues of development.

Adding a proper style guards headquarter guild hall in the Grove would be something I'd like to see, or a small little mage tower type hall. Something to justify a visit to the Grove. I recall old Myon had a guild hall almost immediately next to the portal, and I would like to see something like that again.

Either way, Myon getting a bit of TLC would be appreciated!

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Re: Myon: The Twilight Grove, and the Elven Quarter

Post by trashwizard »

stop bullying bards wrote: Wed Sep 20, 2023 5:45 pm

The Elven Quarter also goes without any temporary stalls or true ‘outdoor’ or even ‘indoor’ market space. Which, again, the characters of the city could make use of the many in Guldorand- but I question why the Freeport and Republic are given such a great excess of shops, and the Elven Quarter and Twilight grove have none.

all of the shops are pretty much centralized around or within the Hall except for two, and they're so bizarrely out of place that they never see any sales traffic; they just aren't in places that anybody is encouraged to wander toward.

one is a kiosk near the estate on the fear east end of the Elven Quarter, completely alone.

the other is completely singular in that it's a shop inside of a building purpose-made just for it (also toward the eastern end of the Quarter), and the only way of indicating that it even exists at present is leaving a bread crumb trail of candle fixtures and a sign in hopes that people pick up on it.

stop bullying bards wrote: Wed Sep 20, 2023 5:45 pm

Wrapping up the feedback post, I did also want to mention that it was reported months ago that the taxes for landed nobility in Myon have stopped working, and this continues to be a problem.

not only the landed nobility taxes. Myon no longer collects the taxes on the quarter in the Fox's Den or the shops near the Temple of Silvanus. i'm almost certain it has to do with merging the settlement into the Guldorand server at the beginning of the year, and it's just gone ignored all of this time.

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Re: Myon: The Twilight Grove, and the Elven Quarter

Post by Amateur Hour »

trashwizard wrote: Wed Sep 20, 2023 8:56 pm

all of the shops are pretty much centralized around or within the Hall except for two, and they're so bizarrely out of place that they never see any sales traffic; they just aren't in places that anybody is encouraged to wander toward.

one is a kiosk near the estate on the fear east end of the Elven Quarter, completely alone.

the other is completely singular in that it's a shop inside of a building purpose-made just for it (also toward the eastern end of the Quarter), and the only way of indicating that it even exists at present is leaving a bread crumb trail of candle fixtures and a sign in hopes that people pick up on it.

There's also a shop in the temple; the fact this shop was forgotten in the accounting of forgotten shops tells all.

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Re: Myon: The Twilight Grove, and the Elven Quarter

Post by Definately Not A Mimic »

This is going to come off not well liked I'm sure but I feel the need to give it a go anyway...

I feel like the difference from what was Myon to the current form is a vast difference and almost too large as it spreads out so much.
Do you linger outside the tower in the elven district? Do you linger in the tower by the communication boards? Or over by the shops and the three crafting rooms? Do you hover near the bank side and communal storage? Do you go to the grove and sit around the portal (which by the way used to be where you found everyone though now it doesn't really feel like it makes too much sense)? Do you linger by the fountain near the guild house?

I don't know if it's because Myon is technically on two servers now, being the grove and tower on surface and the elven quarter on Guldorand or what but I do feel that makes it a bit disjointed.

That said, I feel like there is plenty of room to rp and to gather, too much room. I understand the water flowing through the middle of things is not 'solid ground' but can it really not be worked around? Can't events take place on the slopes? Maybe it's because I've not lingered in the area long enough to feel what others seem to but I'm not getting the push for even more space.
One other small thing, that if you enter the tower and walk toward the shops you'll have no idea that someone is over at the bank or messenger. The tower inside is just so large you don't hear or see people.
 
I do think that the areas are beautiful and that the elven district homes are much nicer than most on the server as well the ones inside the tower. Yes, the ones in the Twilight Grove massive oak are the same small old ones but.. really? With all the new things and places that were given can small apartments not be appreciated for being just that? Good grief there are even resources others don't have such easy access to right at your fingertips with the new areas.

I will say something I agree with is not having any temporary stalls to use. Yes there are many in Guldorand but if an elf is trying to really play snobby elf they might not want to set up in the human city to the side. Two temp stalls would be nice.

To wrap it, I also think that having a small limit to the fixtures that can be added outside is a boon rather than not. Yes the place could use a few small things but overall? I'd rather it lack then be so cluttered with random things stacked everywhere. People can get a bit too happy with fixtures and places become cluttered and junked up and it makes them much less desirable to linger around.

Overall I think the place is lovely, the design was for the most part very very good.

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Re: Myon: The Twilight Grove, and the Elven Quarter

Post by trashwizard »

Definately Not A Mimic wrote: Wed Sep 20, 2023 11:25 pm

I don't know if it's because Myon is technically on two servers now, being the grove and tower on surface and the elven quarter on Guldorand or what but I do feel that makes it a bit disjointed.

this hasn't been the case for almost a year now. the Twilight Grove, Elven Quarter and High Hall are all on the Guldorand server.

Definately Not A Mimic wrote: Wed Sep 20, 2023 11:25 pm

One other small thing, that if you enter the tower and walk toward the shops you'll have no idea that someone is over at the bank or messenger. The tower inside is just so large you don't hear or see people.

nah, the interior of the High Hall is actually pretty close to perfect in its size; it's just the huge fountain in the middle being a line-of-sight block.

Definately Not A Mimic wrote: Wed Sep 20, 2023 11:25 pm

Can't events take place on the slopes? Maybe it's because I've not lingered in the area long enough to feel what others seem to but I'm not getting the push for even more space.

sure, they can. doesn't make it any less awkward for having achieved doing so.

Definately Not A Mimic wrote: Wed Sep 20, 2023 11:25 pm

Good grief there are even resources others don't have such easy access to right at your fingertips with the new areas.

like?

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Re: Myon: The Twilight Grove, and the Elven Quarter

Post by Definately Not A Mimic »

Adventurine
Greenstone (found in Cordor too so doesn't really count)
Malchite
Obsidian (only found in one other place on surface that I'm aware and it's a dungeon so having it in the city is huge)
Phenalope

But again, only my opinion that these things are a huge boon.

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Re: Myon: The Twilight Grove, and the Elven Quarter

Post by PowerWord Rage »

I personally find the Elven Hall especially well done though.

The Main Hall is extremely well equipped, too well equipped in fact that players are often around the Main Hall.
Here's a speedy messenger right at the main hall and the only other place that i know with such accessibility and boon, is the Hub. More players definitely creates more RP opportunity. I've no idea if any changes done to make it less accessible or privacy will do but the direction to it seems to swing towards being a probable ghost hall.

And, i'll have to highlight that Elven Main Hall is the only place in the server apart from the Hub that makes PC from opposing faction, especially the Underdark PCs, that sneak in with stealth & disguise, with certain amount of risk because most elves are good at spot/listen ( with the keen sense feat ) and some even go as far as always keeping see invisibility / true seeing buff on.

The current elven main hall feels like a Rose to me. Beautiful and with thorns (with all the shops & message boards etc around), other aspects aside, it definitely fulfil the purpose of the main hall being rather well guarded.

Compared to other places that may require a re-vamp or enlarge of room etc, i feel that it's way too new for this to happen.
I'm not sure if other players know but old Brogdenstein was around for tens of years before the current rework.
There're plenty of other areas, of other settlements which i'll not name to not deviate from current thread, that need their room enlarged, more shops & quarters, fixtures limit increased etc.

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Re: Myon: The Twilight Grove, and the Elven Quarter

Post by Amateur Hour »

As someone who has been playing in New Myon basically nonstop since it debuted, but only had minimal experience with Old Myon, I do think the High Elven Hall is fine and the Great Tree quarters are fine (other than the lack of interior doors, but I've made a Suggestion about that before). I love the nixies about the Crystal Pools since they do help with figuring out what's happened when fixtures go missing and aren't obtrusive.

The biggest critique I have is temple-related. Old Myon had a massive temple with altars to all (then) fourteen of the Seldarine and the (then) four of the Summer Court, along with a nice clearly-visible platform so it could serve as an event space. Our current temple is much smaller - it can hold at most twelve altars including the main one, and that's very tight - and since then there are now seven more Seldarine gods and seven more Seelie Court gods. We've adapted by spreading the shrines that can't fit in the main temple around the city, but this has had three downsides:

  • checking all the shrines to ensure they haven't been stolen, vandalized (i.e. taken, redescribed, and put back), and/or desecrated is a ridiculously time-consuming task due to the travel time - roughly 50 real-world minutes if you don't stop whatsoever for roleplay. This was at one point an absolutely necessary daily task due to the frequency at which we had fixture griefing (see above reference to the Gallery Oak). Though I have to admit: stolen, vandalized, and desecrated shrines seem to be much less of a problem since a certain political event.

  • people can't find the shrine to their god because they're all spread out. We've tried putting up shrine directories, and it seems to have not worked due to the number of complaints we've gotten over the years where people claim there isn't a shrine to X when there very much is.

  • people see shrines everywhere, can't find their own god's shrine, and just dump their own. I haven't spent enough time playing in other settlements to know if this is just an "us" problem or whether this is a larger issue.

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