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The lower dark climb DC should be reconsidered.

Posted: Wed Jan 25, 2023 4:24 am
by UilliamNebel

The lower dark climb down, from behind the trade post, DC is pretty bad. Want to have less than %99.99999 able to accomplish it, I'd suggest then having much clearer signs for how suicidal it be to try without items and a buff, I mean like crystal clear signs. Otherwise, just feels like a developer rug pull on the player and dissuades trust for exploration not to have more 'live and learn' gags that aren't very fun, or immersive to come across.


Re: The lower dark climb DC should be reconsidered.

Posted: Wed Jan 25, 2023 6:05 am
by Azensor
UilliamNebel wrote: Wed Jan 25, 2023 4:24 am

The lower dark climb down, from behind the trade post, DC is pretty bad. Want to have less than %99.99999 able to accomplish it, I'd suggest then having much clearer signs for how suicidal it be to try without items and a buff, I mean like crystal clear signs. Otherwise, just feels like a developer rug pull on the player and dissuades trust for exploration not to have more 'live and learn' gags that aren't very fun, or immersive to come across.

Its either dc 90 or 100, and is basically a direct connection to one lower dark dungeon with the other being a stones throw away. Though opening the spot up for ropes to work on it /would/ be nice.


Re: The lower dark climb DC should be reconsidered.

Posted: Wed Jan 25, 2023 6:14 am
by Twohand
UilliamNebel wrote: Wed Jan 25, 2023 4:24 am

I'd suggest then having much clearer signs for how suicidal it be to try without items and a buff, I mean like crystal clear signs.

The 'near impossible' and 'potentially fatal' warning messages were not enough?


Re: The lower dark climb DC should be reconsidered.

Posted: Wed Jan 25, 2023 8:11 pm
by Party in the forest at midnight

Climb is an interesting idea, but having checks requiring that kind of investment is sort of odd with the way the server is set up currently. Climb doesn't really have anything going for it for that kind of investment. Comparatively, you could put that kind of investment into sail and have a huge amount of game content opened up to you.


Re: The lower dark climb DC should be reconsidered.

Posted: Wed Jan 25, 2023 8:45 pm
by Spriggan Bride
Dragonovith wrote: Wed Jan 25, 2023 6:14 am
UilliamNebel wrote: Wed Jan 25, 2023 4:24 am

I'd suggest then having much clearer signs for how suicidal it be to try without items and a buff, I mean like crystal clear signs.

The 'near impossible' and 'potentially fatal' warning messages were not enough?

Is there a guide somewhere to translate that into DC? I haven't use climb in ages so forgive my ignorance if it's changed but if I remember right you don't know if that "impossible" means DC 40 or DC 100.


Re: The lower dark climb DC should be reconsidered.

Posted: Wed Jan 25, 2023 8:54 pm
by Cuchilla

There are ways to buy climb equipment very cheap in game that will buffer your climb considerable.


Re: The lower dark climb DC should be reconsidered.

Posted: Wed Jan 25, 2023 9:00 pm
by Twohand
Spriggan Bride wrote: Wed Jan 25, 2023 8:45 pm
Dragonovith wrote: Wed Jan 25, 2023 6:14 am
UilliamNebel wrote: Wed Jan 25, 2023 4:24 am

I'd suggest then having much clearer signs for how suicidal it be to try without items and a buff, I mean like crystal clear signs.

The 'near impossible' and 'potentially fatal' warning messages were not enough?

Is there a guide somewhere to translate that into DC? I haven't use climb in ages so forgive my ignorance if it's changed but if I remember right you don't know if that "impossible" means DC 40 or DC 100.

The feedback is relative to your skill. A character with 3 climb and a character with 50 will get different warning messages.


Re: The lower dark climb DC should be reconsidered.

Posted: Thu Jan 26, 2023 12:51 am
by msheeler

I actually wrote this one, so I know what the feedback is.

The simple, routine, . . ., near impossible are indeed all relative to the individual player's climb DC. So a person with 0 climb against a climb spot with a 20 DC would get feedback that said "This looks near impossible", but a person with a 23 in climb would get feedback that said "this looks simple".

Same goes for the damage. Each spot has customizable damage amounts and the feed back you get is directly tied back to your character's individual HPs. That is if you are 2nd level wizard with an 8 con and were to fail a DC check and the damage was 3d8 (in other words this could kill you) you would see feedback that said it was "potentially fatal" - you might die. However a level 12 barbarian would get feedback that said failing this would result in trivial damage. 3d8 is a scratch when you have 150ish hps.


Re: The lower dark climb DC should be reconsidered.

Posted: Thu Jan 26, 2023 3:44 am
by WanderingPoet

One feedback I have for climb is that rolling a 1 really sucks.

If it's a dangerous climb then even a master climber has a 5% chance of just outright dying. That's not very fun. Perhaps a higher climb score could lower the damage you take on a fail, as you catch yourself falling?


Re: The lower dark climb DC should be reconsidered.

Posted: Thu Jan 26, 2023 5:48 am
by AstralUniverse
WanderingPoet wrote: Thu Jan 26, 2023 3:44 am

One feedback I have for climb is that rolling a 1 really sucks.

If it's a dangerous climb then even a master climber has a 5% chance of just outright dying. That's not very fun. Perhaps a higher climb score could lower the damage you take on a fail, as you catch yourself falling?

Skill checks dont have nat 1s and 20s. Why does this one have? Especially when it's a roll vs death at times.


Re: The lower dark climb DC should be reconsidered.

Posted: Thu Jan 26, 2023 8:32 am
by dominantdrowess

Lol. I've died to this. xD


Re: The lower dark climb DC should be reconsidered.

Posted: Thu Jan 26, 2023 8:56 am
by -XXX-

Re: The lower dark climb DC should be reconsidered.

Posted: Thu Jan 26, 2023 2:36 pm
by Shadowy Reality

I don't know if this is still a thing, but dying to these climb spots in the past that took you to another area often left no corpse in either area.


Re: The lower dark climb DC should be reconsidered.

Posted: Fri Jan 27, 2023 11:11 pm
by God_In_Action

If you're talking about the climb spot in resref: "ar_ud_stairentry" aka Underdark (Upper) Into The Deep, whenever I climb this spot it doesn't matter if I pass the check, nothing happens and I stay where I am.


Re: The lower dark climb DC should be reconsidered.

Posted: Fri Jan 27, 2023 11:24 pm
by Hazard

I like the dangerous climbs, especially in the UD. You're not just underground, you're so far under the underground that you're in the underdark, a whole different world .. and in that world there are holes so deep that they can just lead into nothingness and twisted reality. Jumping into a hole in the UD should probably be incredibly suicidal.

This specific spot when I first went down, was a huge pain to get my way back to safety, and I had a blast even all by myself.

I think a player could remedy this though. Someone could just pop up a sign warning people that hole is not a good time, or .. that there's free cupcakes down there.