My View on Arelith
Posted: Mon Sep 17, 2018 12:27 pm
These are my opinions on Arelith. Just how I see things.
Most of Arelith is great, I am not going to talk about the things I like because that would be a huge post and I am not a big believer in praise. However a short list anyway:
Good staff
Good players
Engaging world
Plenty to do
To name a very few and very broad things I like.
What I find more beneficial to art and progress is constructive criticism, so that is what I will focus on. Things I don't like, don't understand, or would like to see changed. This doesn't mean I expect change, nor does it mean it needs to be changed. Simply that I believe that these are things that would make Arelith better.
Without further ado,
Underdark/Overworld position and relations:
It has always been my understanding that the Underdark sits many miles under the surface, that it is the sort of place that takes days to reach and requires fighting through a hellish landscape of frightening monsters and where everything is trying to kill you, is that a snail? No food, no water, even the snails are five feet tall and want to kill you.
Also, the races are simply do not mix. Every civilized race in the Underdark regards every civilized race on the surface as good for only one of three things! Food, Slaves, or Sacrifices. Every civilized race on the surface regards every civilized race below as savage monsters, the stuff of nightmares, and beasts used in children's stories to frighten out bad behavior.
So, suffice it to say the interactions between Underdark and Overworld inside Arelith has me a little perplexed, somewhat befuddled and honestly disillusioned. I do not feel like I am in the Underdark, I feel like I am in a zoo where surfacer peoples come to point and awe at the beasts. (I literally watched a group of all surfacers walk through andunor a few days ago, complete with a tour guide talking about the denizens like like the whole city was just an open air safari.) On the other side of things the interactions between surface and darkness have apparently become so common place that being a monster on the surface often gets you little worse than a shrug of dismissal but even stranger I have been welcomed to join people who I simply cannot reconcile in my mind would accept me. I am a goblin, any other time they've seen a goblin they've killed it in cold blood with no hesitation and no remorse! I am sure.
I think, rather I know, it would greatly benefit the immersion of the server's story and backdrop to greatly separate the two worlds better. Make the task of entering the Middledark from the surface something difficult and reserved only for the truly brave or truly foolish. However maintain the back door exits for monsters to reach the surface in order to play out raids and slaver runs. I am in no way suggesting andunor should be off limits to surface visiters, but it should certainly be a rare occurence.
Additionally, I feel as though 'outcasts' should follow the same rules as 'good aligned monsters' a simple normal award required in order to help maintain a seperation. Or, pay the man (FOIG). The problem with open allowances on outcast is that an outcast is supposedly a person so reviled on the surface they had no choice but to live in the Underdark. That is not how it is played, it is played as a license to live in both worlds freely, allowed to come and go ad they please through both worlds and obtain Undercommon for free. This is causing a great deal of mixing that is further watering down the Underdark experience for us lowly monsters. One should really have to pay for the right and privelege on the ooc level just as the character is paying for their crimes on the IC level.
The Level 30 Cap:
It seems like a bit of an arbitrary choice. I imagine that it was debated at length by the original creators but to me it seems like a weird place to stop. Leaving no character I make ever feeling complete, I always end at 30 feeling like I'm in limbo. 25 would be preferable for a mid level server because 25 is just enough to be better than average but not truly epic. As where 30 is right in the middle of becoming epic but, simply stopped just short of attaining it.
Now, I understand too much is now relying on the established level 30 cap and it will never change, but for the sake of argument I would much rather see a level 20 soft cap. In other words, server supports up to level 20 then from 20 to 30 you're left with meager xp and hard grinds and then further on from level 30 to 40 no monster will give you anything worth calling experience and the only way to actually achieve level 40 is through dedicated play and time invested being alive and playing the character.
What that kind of system creates is a sense of greatness and legend for characters. A level 20 is strong, maybe even a paragon of his or her class. A level 30 is something to be admired, a truly dedicated adventurer or warrior or diplomat. But a level 40 is a truly legendary figure, few will ever hope to achieve what they have they are beings of unspeakable experience and learning.
What the hard 30 cap creates is a feeling and sense more like.. level 20? That was easy! Oh, you're level 30? Eh, so what? Good for you.
I never really feel like I earned my levels, up to twenty they almost feel like they've been handed to me. Then levels 20 to 30 is such a short path I feel like I haven't really done anything at all. So, all in all the entire level cap and level up system in place leaves me feeling grey and hollow inside in so many ways that I find myself intentionally hurting myself just to make the effort feel worth it.. playing with one hand, refusing to heal until combat ends, being a total recluse, ect. Yet, at the end of it level 30 it's self sits in its own grey area all its own and I can't get over it.
Then, also. Sort of following a similar line, many of the class changes and custom classes focus very hard on level thirty and on a rigid course. Making one of the greatest things about NwN, Cross Classing and essentially Custom Classing very difficult and with fewer viable options.
Player Housing, Locks and Factions:
I noticed the locks had just been mentioned and I apologies for the repeat but I'm repeating.
What is the point of locks that cannot be unlocked? If player housing is impenetrable just make the locks plot. Remove the entire tease because it's meaningless. Or, make locks on player doors pickable.
I would like to see more faction housing. It seems there is only a few, which means it is unlikely they will ever be available outside whatever clique currently owns them. They will be passed down eternally from friend to friend and likely or only rarely change hands to a new group. A few more would be nice. If they're more available they'll be available more often.
Dungoeneering:
I am a huge fan of dungeon crawl. The dungeons in Arelith don't do it for me. They are short, monochromatic and easy to escape. I personally would love to see some end game dungeons so deep and difficult you could live in them, a well equipped party of three had better come prepared because they will be down there for a very long time, there will be no rushing as every trap WILL kill you and every advantage will be taken because every monster WILL eat you. Then once you've reached the end, prepare to turn around and walk out because there is no portal and your lenses will not get reception. Truly, it would be better to commit to the life and live here, in this wilderness because tourism is not an option. Sort of places.
Loot and Gear:
I understand the need for balance but gear and loot is stale and boring and I frankly don't look at any of it any more. It would be nice to find a completely randomized item every now and then, to have a glimmer of hope of finding something truly unique and epic. To own something no one else owns, and not have everyone running around with essentially the same equipment. Something like a 10% chance on epic chests for a completely randomized but potentially game breaking item an item that breaks the rules. Even if that item cannot be repaired or has a time limit on it.
Racial Requirements, AA:
Real short, I understand DD racial. I do not understand AA racial. It seems arbitrary a decision made simply because that expansion did a lot of arbitrary things. Something for the sake of the sake of. There is nothing in the trade of being an Acrane Archer that should imply elf blood only. You're empowering arrows, that seems like a pretty straight forward idea. Not like a Dwarven Defender where body shape, size, and cultural traditions all play a huge role in how it functions. To be an arcane archer you basically just have to know a little about enchanting or inbuning or scribbling runes. The racial requirement on AA has always and will always make no sense to me. Why not make barbarian racial restricted to Half Orc while we're at it? Or shadowdancer to halfling?
UMD:
It's too strong here, since it requires nearly no investment to use almost any magic item, not having it makes you a fool. It's creating a small imbalance where just about anyone is essentially also a spell caster.
Summons:
They seem to be a tad over strong. Anyone who can summon is essentially on a clear ride anywhere they go. It's allowing casters to be lazy and making for lazy casters. I am guilty of it too.
Then getting into Dragon Knight v Mummy Dust. Dragon Knight is practically useless. Meaning your only option for an epic summon is Mummy Dust and Mummy Dust is so strong you're kind of silly not to have it. Nevermind if you don't feel like it suits you because it's either that or nothing. Maybe increase the Dragon Knight duration to something that makes it functional. As it is now it hardly qualifies as a cute trick. Same could be said of Gate, actually. Why does Spell Foci Conjuration not augment summon times? Even if only slightly? These spells consume a lot of dust to be so short lived. But, I did just say summons may be too strong so what am I saying? Maybe the whole summon system could use a look over.
Palemaster:
I never intend to play one but I see them around. I feel like they loose much of their allure and intrigue by summoning the same vanilla deads as everyone else. I'd like to see a return to unique undeads for the PM. Maybe Demilich and Alhoon is too much. But maybe just a cosmetic change? Vampires to Risen Lords, Mummies to Grave Golems.. something like that. Similar could be said of Blackgaurd and Warlock, maybe, to a degree.
This is kind of an Arelith standard problem for me, everything sort of feels generic and cookie cutter. Not entirely but just enough that it's a bother and a drain.
There's other things I don't particular care for but, these are the things I feel are most detracting from my ability to enjoy the server. They may seem small or stupid to most people but for me, the devil is in the details and I know as a person that people will cover the barn in new paint to hide old wood but will forget to replace the nails. So if I want to know the true value of a thing I look for rusty nails. I'm seeing enough rusty nails to make me want to point things out. These aren't even all the nails just the ones that combined give me a headache. Any one alone I would be able to over look but it's not just one it's multiple.
Also, again, I am not calling for change, I am not expecting anyone to agree or care or read. I am in fact expecting nothing but naysayers and trolls because this is the Internet and I have not much faith in humanity. This is, for me, an opportunity to vent and offer up my point of view and nothing more.
Thanks for reading and thanks for your consideration.
Most of Arelith is great, I am not going to talk about the things I like because that would be a huge post and I am not a big believer in praise. However a short list anyway:
Good staff
Good players
Engaging world
Plenty to do
To name a very few and very broad things I like.
What I find more beneficial to art and progress is constructive criticism, so that is what I will focus on. Things I don't like, don't understand, or would like to see changed. This doesn't mean I expect change, nor does it mean it needs to be changed. Simply that I believe that these are things that would make Arelith better.
Without further ado,
Underdark/Overworld position and relations:
It has always been my understanding that the Underdark sits many miles under the surface, that it is the sort of place that takes days to reach and requires fighting through a hellish landscape of frightening monsters and where everything is trying to kill you, is that a snail? No food, no water, even the snails are five feet tall and want to kill you.
Also, the races are simply do not mix. Every civilized race in the Underdark regards every civilized race on the surface as good for only one of three things! Food, Slaves, or Sacrifices. Every civilized race on the surface regards every civilized race below as savage monsters, the stuff of nightmares, and beasts used in children's stories to frighten out bad behavior.
So, suffice it to say the interactions between Underdark and Overworld inside Arelith has me a little perplexed, somewhat befuddled and honestly disillusioned. I do not feel like I am in the Underdark, I feel like I am in a zoo where surfacer peoples come to point and awe at the beasts. (I literally watched a group of all surfacers walk through andunor a few days ago, complete with a tour guide talking about the denizens like like the whole city was just an open air safari.) On the other side of things the interactions between surface and darkness have apparently become so common place that being a monster on the surface often gets you little worse than a shrug of dismissal but even stranger I have been welcomed to join people who I simply cannot reconcile in my mind would accept me. I am a goblin, any other time they've seen a goblin they've killed it in cold blood with no hesitation and no remorse! I am sure.
I think, rather I know, it would greatly benefit the immersion of the server's story and backdrop to greatly separate the two worlds better. Make the task of entering the Middledark from the surface something difficult and reserved only for the truly brave or truly foolish. However maintain the back door exits for monsters to reach the surface in order to play out raids and slaver runs. I am in no way suggesting andunor should be off limits to surface visiters, but it should certainly be a rare occurence.
Additionally, I feel as though 'outcasts' should follow the same rules as 'good aligned monsters' a simple normal award required in order to help maintain a seperation. Or, pay the man (FOIG). The problem with open allowances on outcast is that an outcast is supposedly a person so reviled on the surface they had no choice but to live in the Underdark. That is not how it is played, it is played as a license to live in both worlds freely, allowed to come and go ad they please through both worlds and obtain Undercommon for free. This is causing a great deal of mixing that is further watering down the Underdark experience for us lowly monsters. One should really have to pay for the right and privelege on the ooc level just as the character is paying for their crimes on the IC level.
The Level 30 Cap:
It seems like a bit of an arbitrary choice. I imagine that it was debated at length by the original creators but to me it seems like a weird place to stop. Leaving no character I make ever feeling complete, I always end at 30 feeling like I'm in limbo. 25 would be preferable for a mid level server because 25 is just enough to be better than average but not truly epic. As where 30 is right in the middle of becoming epic but, simply stopped just short of attaining it.
Now, I understand too much is now relying on the established level 30 cap and it will never change, but for the sake of argument I would much rather see a level 20 soft cap. In other words, server supports up to level 20 then from 20 to 30 you're left with meager xp and hard grinds and then further on from level 30 to 40 no monster will give you anything worth calling experience and the only way to actually achieve level 40 is through dedicated play and time invested being alive and playing the character.
What that kind of system creates is a sense of greatness and legend for characters. A level 20 is strong, maybe even a paragon of his or her class. A level 30 is something to be admired, a truly dedicated adventurer or warrior or diplomat. But a level 40 is a truly legendary figure, few will ever hope to achieve what they have they are beings of unspeakable experience and learning.
What the hard 30 cap creates is a feeling and sense more like.. level 20? That was easy! Oh, you're level 30? Eh, so what? Good for you.
I never really feel like I earned my levels, up to twenty they almost feel like they've been handed to me. Then levels 20 to 30 is such a short path I feel like I haven't really done anything at all. So, all in all the entire level cap and level up system in place leaves me feeling grey and hollow inside in so many ways that I find myself intentionally hurting myself just to make the effort feel worth it.. playing with one hand, refusing to heal until combat ends, being a total recluse, ect. Yet, at the end of it level 30 it's self sits in its own grey area all its own and I can't get over it.
Then, also. Sort of following a similar line, many of the class changes and custom classes focus very hard on level thirty and on a rigid course. Making one of the greatest things about NwN, Cross Classing and essentially Custom Classing very difficult and with fewer viable options.
Player Housing, Locks and Factions:
I noticed the locks had just been mentioned and I apologies for the repeat but I'm repeating.
What is the point of locks that cannot be unlocked? If player housing is impenetrable just make the locks plot. Remove the entire tease because it's meaningless. Or, make locks on player doors pickable.
I would like to see more faction housing. It seems there is only a few, which means it is unlikely they will ever be available outside whatever clique currently owns them. They will be passed down eternally from friend to friend and likely or only rarely change hands to a new group. A few more would be nice. If they're more available they'll be available more often.
Dungoeneering:
I am a huge fan of dungeon crawl. The dungeons in Arelith don't do it for me. They are short, monochromatic and easy to escape. I personally would love to see some end game dungeons so deep and difficult you could live in them, a well equipped party of three had better come prepared because they will be down there for a very long time, there will be no rushing as every trap WILL kill you and every advantage will be taken because every monster WILL eat you. Then once you've reached the end, prepare to turn around and walk out because there is no portal and your lenses will not get reception. Truly, it would be better to commit to the life and live here, in this wilderness because tourism is not an option. Sort of places.
Loot and Gear:
I understand the need for balance but gear and loot is stale and boring and I frankly don't look at any of it any more. It would be nice to find a completely randomized item every now and then, to have a glimmer of hope of finding something truly unique and epic. To own something no one else owns, and not have everyone running around with essentially the same equipment. Something like a 10% chance on epic chests for a completely randomized but potentially game breaking item an item that breaks the rules. Even if that item cannot be repaired or has a time limit on it.
Racial Requirements, AA:
Real short, I understand DD racial. I do not understand AA racial. It seems arbitrary a decision made simply because that expansion did a lot of arbitrary things. Something for the sake of the sake of. There is nothing in the trade of being an Acrane Archer that should imply elf blood only. You're empowering arrows, that seems like a pretty straight forward idea. Not like a Dwarven Defender where body shape, size, and cultural traditions all play a huge role in how it functions. To be an arcane archer you basically just have to know a little about enchanting or inbuning or scribbling runes. The racial requirement on AA has always and will always make no sense to me. Why not make barbarian racial restricted to Half Orc while we're at it? Or shadowdancer to halfling?
UMD:
It's too strong here, since it requires nearly no investment to use almost any magic item, not having it makes you a fool. It's creating a small imbalance where just about anyone is essentially also a spell caster.
Summons:
They seem to be a tad over strong. Anyone who can summon is essentially on a clear ride anywhere they go. It's allowing casters to be lazy and making for lazy casters. I am guilty of it too.
Then getting into Dragon Knight v Mummy Dust. Dragon Knight is practically useless. Meaning your only option for an epic summon is Mummy Dust and Mummy Dust is so strong you're kind of silly not to have it. Nevermind if you don't feel like it suits you because it's either that or nothing. Maybe increase the Dragon Knight duration to something that makes it functional. As it is now it hardly qualifies as a cute trick. Same could be said of Gate, actually. Why does Spell Foci Conjuration not augment summon times? Even if only slightly? These spells consume a lot of dust to be so short lived. But, I did just say summons may be too strong so what am I saying? Maybe the whole summon system could use a look over.
Palemaster:
I never intend to play one but I see them around. I feel like they loose much of their allure and intrigue by summoning the same vanilla deads as everyone else. I'd like to see a return to unique undeads for the PM. Maybe Demilich and Alhoon is too much. But maybe just a cosmetic change? Vampires to Risen Lords, Mummies to Grave Golems.. something like that. Similar could be said of Blackgaurd and Warlock, maybe, to a degree.
This is kind of an Arelith standard problem for me, everything sort of feels generic and cookie cutter. Not entirely but just enough that it's a bother and a drain.
There's other things I don't particular care for but, these are the things I feel are most detracting from my ability to enjoy the server. They may seem small or stupid to most people but for me, the devil is in the details and I know as a person that people will cover the barn in new paint to hide old wood but will forget to replace the nails. So if I want to know the true value of a thing I look for rusty nails. I'm seeing enough rusty nails to make me want to point things out. These aren't even all the nails just the ones that combined give me a headache. Any one alone I would be able to over look but it's not just one it's multiple.
Also, again, I am not calling for change, I am not expecting anyone to agree or care or read. I am in fact expecting nothing but naysayers and trolls because this is the Internet and I have not much faith in humanity. This is, for me, an opportunity to vent and offer up my point of view and nothing more.
Thanks for reading and thanks for your consideration.