time_limited wrote: Sun Jun 16, 2019 10:47 pm
Unfortunetly this is what happened essentially.. The duergar cannot vote in it.. nor participate otherwise then as proxies because of the citizen switching limitation. Proxies is nice but as literally All of the duergar in Andunor are in one invested faction at present (bar 2 characters) and were linked into specified citizenship's before the district introduction we all got hit by the citizen switching timeout.
This was unavoidable, the alternative would have been a mass 'gaming' of the election, where dozens of citizens of DT and Sharps would have switched so as to 'win' the first election on the part of their district. If one really wants to be involved in the future of the new district I would suggest switching now, and voting next time.
time_limited wrote: Sun Jun 16, 2019 10:47 pm
If you take the time it takes to reach the district by boat and compare it with the time to reach the other districts it is actually quicker.
I'm glad you made this point, because I was shocked to read that. Its something like 12 seconds between Hub and Gondola, and less on the other side to reach the centre of the district. If that's too long for some players then playing on the surface, where travel between settlements is far longer, must be intolerable.
time_limited wrote: Sun Jun 16, 2019 10:47 pm
1. Shops
Their location being within the houses is annoying. You have to cross multiple transitions to verify what is available in the district - this should be a port-type district where you go in and have a street with shop stands from people hoping off to trade with the ship sailors.
So advice time:
1 Organize the district so that we have shops in their stands as walkway beside the water side. Shops still tied to the houses But not inside the houses.
Putting the shops on the outside is possibly a good idea. The Middledark Port (Greyport) has an extraordinarily long loading time.
The design for these shops follows that of the Trade Guild and 'shop' buildings in Cordor. I read on another post here that they were all intended as bars, and that I should add the bar system to one - this is not the case. They all have a) a public lobby b) a shop and c) a counter.
These are versatile buildings that I like for a number of reasons.
- They can be repurposed as guildhouses, workshops, barracks, shops and taverns.
- The counter allows for easy exchange of services. Handing over an item to be repaired, for it to be taken into the back room and worked on, buying drinks, custom enchantments, all becomes a lot easier.
- They can be decorated extensively by the PC in whatever theme they wish (something not true for exterior shops)
- Most importantly they are a far more 'inclusive' approach to private quarters. Rather than RP happening behind closed doors, anyone can go in. Sure they have private areas, but the focus in on the public facing side. I consider 'closed door RP' one of the great banes of the server, and the anathema of an engaging roleplay environment
So coming back your suggestion - shops on the outside. If I did that then I would probably need to do it in Cordor also. The shops however, give a solid reason for PCs to enter these buildings, and thus engage with whatever RP the owner is setting up. Perhaps the bar is a recruiting station? Or they really want to RP their work as an artisan? We put the shops on the outside then I might as well make the entire thing private. Still, as I said it might be good idea in any case, I'll think about it some more and wait for more input on the topic.
time_limited wrote: Sun Jun 16, 2019 10:47 pm
2. The Gondolla location
Why there? In front of a house which is themed for an Inn yet doesn't serve its purpose. Why a sailor from a ship would ever want to go up away from his ship to get a drink? They do it close so if you get back drunk you can do it quicker. (the district house tavern helps to this a bit). The Gondolla exit point makes it awkward to land there instead of the main section.. why is it even sectioned like this? How would the people handling the ships pass the products from the ship to other districts?
Two separate answers needed. First is that the Canal House has more tavern theming, but is really just another 'Trade Guild Shop' as I asnwered above.
With the Gondola location I think I need to explain the Geography of Andunor a little, because due to the lack of ceilings on the UD tileset it can be hard to fathom..
Greyport is the Middledark port of Andunor. It is 'undernath' the city. Waters flow into Andunor via Treadstone Locks, which connect to the surface, helps fill a river, which empties into the Great Scar. This river also fills the canals of Andunor, and the canals empty through a number of waterfalls, beneath the city, into the Subterranean Seas of the Underdark.
I designed Andunor with a lot of space along the Canals, with many viewable part of the city outside of the 'play' area to imply a larger city beyond. This enables me to make new districts at any time in the future, based upon these other banks of the canal. I'd happily have 4 or 5 districts, if we had enough players down there.
The Gondola doesn't serve the Middledark Port for the same reason they don't serve the Outpost, and that the Dreadnaught can't access the Subterranean Sea - the bodies of water are not connected for ship travel. The Gondola drops the character at the top of the falls, where they can admire their general prettiness, or descend via a transition to the Middledark.
time_limited wrote: Sun Jun 16, 2019 10:47 pm
3. It's a Port.. Where are the ships?
There are no ships in City Port. There should be connections outside of Andunor available, there should be ships loaded with slaves, or otherwise needed goods from prime and planar areas. There should be actual loading docks with working unfortunates. And no the gnoll, half-orc, nor the duergar don't count where are THE ships? I'm not saying PC ships.. but NPC ships just sitting in the waters and doing.. something even just look pretty
The underdark doesn't have any 'walkable' ships, which thus far has ruled out any ship system similar to the surface. Still, there are 7 UD boats there, plus a VERY LARGE UD ship I painstakingly made entirely from placeables. You can see it from one shore, and in the bottom left of the below image (though it is obscured in the picture)
time_limited wrote: Sun Jun 16, 2019 10:47 pm
4. General thematic
Why are there slaves with a bunch of broken things and fences in the middle of the district? It's a port a port is were packages are transport, armies are marched, products are stolen and smuggled.. yet in the middle of the district we have a bunch of not worked slaves blocking sensible passage. Fences again around the sewer entrance, Beggars there are great though! Where is the Dock master house?
The middle of the district can likely be redone, now that the area has evolved into a district.
time_limited wrote: Sun Jun 16, 2019 10:47 pm
5 Bank Location
Why there. My god not only far away from any shop but also additional transitions as well. First to get into the building and then again up the stairs. That duergar embassy building is great inside but outside well it doesn't look blocky and practical enough to me more like a drow something.
I am limited by the tileset, and this building was preferable due to its imposing nature. Means to access the bank is easily done in a number of other locations in the city, but could maybe be added to Port Authority also.
time_limited wrote: Sun Jun 16, 2019 10:47 pm
6 Priest of Cyric?
Can it be tied down with district chosen religion? And just live in some other place then that hole which looks like a latrine
These guys are outcasts from the surface, akin to a faction of vagrants. They don't represent anything 'official' in the city.
time_limited wrote: Sun Jun 16, 2019 10:47 pm
So advice time:
9 add locations to which you can travel with those NPC ships
I believe the Middledark Port currently servers routes to Zhurkwood Grove, The Cloaker Spiral, the Burning Shores, the Outpost and the Forest of Spires. Furthermore there is an incoming route from Skaljard Underdark, and a destination point for the Outpost Ship.
I definitely will be adding more in time, but such updates do not happen quickly.
Generally speaking, there is a lot more to do with Greyport, and what that will be will take shape slowly over time, as the RP their develops. I'm really excited to see this happen.
Players will, however, be disappointed if they expect it to rapidly evolve - On Arelith devlopment like this can take a very long time - though it does happen. I have a many other areas of the server to develop, and the Underdark has already seen a lot of attention lately.
I really do have a passion for Arelith devlopment, but one of the most disheartening aspects is something I was told very on very early on in NWN development 'The more you do the more they'll expect',
It has proved so very true.
We've worked so hard these last 5 years to realise a steady stream of new content, amounting to what must be many thousands of volunteer man hours. At first this was dizzying to see so much new content regularly being droppped, but now, more than ever before, one update is barely out of the door before I read a dozen posts on what MUST come next. Unfortunately some of these (NOT the above) take a demanding, and often entitled (if not downright rude) tone to our staff.
I recall our finishing up making Andunor, the largest project I had ever done. Action Replay, Dunshine and myself had literally been working round the clock for many weeks. That kind of workrate takes a serious toll. A few months later I'd just finished up a much smaller project, this time for the surface, and logged into the forums to read a long post about what I should now do for the Underdark because, I quote, 'it's our turn next'.
I am happy to see enthusisam for new content, I share it myself, but I would ask some in the playerbase to be a little more patient, and understanding of the time this kind of work takes.
Finally from another post in this thread
wrote:Underdark for underdarkers
No.
The Upperdark is routinely visited, and indeed home to many 'surface' races and adventurers (whole reason we even have it in the setting). This whole 'UD as a private server just for us drow etc' was extremely damaging in the past, and I made Andunor in part to put an end to it. Back then people would get harrassed even for logging into the UD (it was on its own server).
None of this is fair of course. Surfacers can visit Andunor but monsters can't visit Cordor?
Welcome to the Forgotten Realms, the makers of this world did not d so with aim of creating an egalitarian utopia, and neither do I intend to build one. If one wants to play in such a world I suspect there are many great homebrew servers on NWN where this is permitted.
The sentiment of course (Underdark for Underdarkers) is absolutely fine to take IN-CHARACTER, and to roleplay out to the enjoyment of all involved, but absolutely not okay to post as an OOC dog whistle comment on the forums. This only serves to make players feel unwelcome to enjoy all parts of the module (and to absolutely clear that is NOT something for other players to decide) and to create OOC division among players based around what race they play IC (which is, quite frankly, absurd).
Oh, and one other thing.
O-H41 wrote: Sun Jun 16, 2019 9:29 pm Like the new derro city,
There is actually more to this than most players have discovered, a large interior within the town.