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Exploration bonus
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Verbannon



Joined: 30 Sep 2013
Posts: 385

PostPosted: Sun Feb 26, 2017 9:12 pm    Post subject: Exploration bonus Reply with quote

To promote exploration can you make it so each unique room a character enters grants some experience?
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saide
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Joined: 18 Mar 2007
Posts: 313

PostPosted: Sun Feb 26, 2017 9:39 pm    Post subject: Reply with quote

I like this idea - to an extent - maybe not all rooms (like roads and various other areas that just serve to connect areas) but actual dungeon/area rooms could grant some bonus experience.
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Verbannon



Joined: 30 Sep 2013
Posts: 385

PostPosted: Sun Feb 26, 2017 11:17 pm    Post subject: Reply with quote

Well the core of my problem is, my desire to explore is not driven by the desire to explore itself. What makes me want to explore is the chance at rare and powerful loot or lore. Only high level areas have loot worth getting and Shadowgate's lore I found is well... inconsistent at best.
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cyric
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Joined: 17 Nov 2006
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Location: Singapore

PostPosted: Tue Feb 28, 2017 12:34 pm    Post subject: Reply with quote

Verbannon wrote:
Well the core of my problem is, my desire to explore is not driven by the desire to explore itself. What makes me want to explore is the chance at rare and powerful loot or lore. Only high level areas have loot worth getting and Shadowgate's lore I found is well... inconsistent at best.


Start writing updates imms can copy paste into lore in the game. Put them here in the board so you can get feedback everyone can see and so everyone can review. Some other people might jump in and start writing lore too.

Just a suggestion.
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Verbannon



Joined: 30 Sep 2013
Posts: 385

PostPosted: Tue Feb 28, 2017 4:50 pm    Post subject: Reply with quote

Why don't builders do that when writing up the study info of the items they put in the game? So there isn't a book detailing the history of the bloodwar as fact in shadowgate when it turns out the blood war has not been approved as shadowgate lore at all?
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Nienne
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Joined: 17 Nov 2006
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Location: Aussieland

PostPosted: Tue Feb 28, 2017 10:14 pm    Post subject: Reply with quote

A lot of this is due to the majority of our game lore only being written in mid-2010, by Octo & myself. Before that we didn't have a consistent write-up of our game history; the game had just buzzed along with whatever lore someone felt like putting in an area (often inconsistent with other areas). So any areas before that date, that haven't been updated since, likely have this issue. Now that we have most of that summarised, coders actually have that information available to them in our resources to add to their areas.
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cyric
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Joined: 17 Nov 2006
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Location: Singapore

PostPosted: Wed Mar 01, 2017 10:50 am    Post subject: Reply with quote

What N said. Each area had its own story and there was no requirement they connected to each other. Sometimes imms would connect their areas' stories together, sometimes not.

Have at it Verbannon, a lot needs updated and I'm sure the imms would appreciate a hand.
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Verbannon



Joined: 30 Sep 2013
Posts: 385

PostPosted: Wed Mar 01, 2017 11:31 pm    Post subject: Reply with quote

When it comes to making lore and stories. My skill isn't in writing stuff its in, connecting disparate lore. Like connecting the dots. Thats why I like using premade settings for my campaigns and liked looking for the lore.

Best I could do is gather together items, collect and gather their associated study history. Then start linking and adjusting them to fit coherently with each other and pre-existing official lore.
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Verbannon



Joined: 30 Sep 2013
Posts: 385

PostPosted: Sun Mar 12, 2017 3:14 am    Post subject: Reply with quote

That was as much a query as a,declarative. Do you want that kind of help?
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Nienne
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Joined: 17 Nov 2006
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Location: Aussieland

PostPosted: Sun Mar 12, 2017 12:49 pm    Post subject: Reply with quote

I feel like doing this would either be very easy (area-isolated lore), and has been/continues to be contributed by players sporadically where appropriate... and extremely difficult (areas specific to bigger-picture game lore/history) given players don't have full access to the same SRD we keep imm-side. There's various versions already out there, I know, but there's quite deliberately certain facets of lore that aren't public knowledge - either revealed to appropriate players where interactions merit, or kept under wraps for future plot intentions.

So while you could probably get into isolated areas much as any other player, if you have intentions on them marrying up with the overall official history of the game in the bigger scope, I think you'd at least need to partner up with an imm, if not better to actually leave it to the imms themselves. Really depends where and what you're trying to write Smile
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hades



Joined: 01 Jul 2009
Posts: 656

PostPosted: Sun Mar 12, 2017 5:05 pm    Post subject: Reply with quote

Isn't the bounty system already a carrot for exploring areas? If there are some areas that don't ever have things that can prob be fixed fairly easily.
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Verbannon



Joined: 30 Sep 2013
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PostPosted: Sun Mar 12, 2017 7:33 pm    Post subject: Reply with quote

Lots of areas without bounties popping up in them yes, most actually, but more importantly bounties aren't actually valuable until you can start getting Seneca Bounties. Until then actually killing monsters is a more efficient way of getting exp by far. A shadow bounty might give 50k exp. One quick run through the pirates gives about 240k exp. So unless you want to scale down the amount of exp lower level monsters gives by a lot, the only reason people grab the lower level bounties is out of boredom or because they happened to run into one.

@Nienne and Cyric

So there you have it Cyric, there is nothing for me to have at. As Nienne said, for me to "have at it" would require I have an imm along with me.
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saide
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Joined: 18 Mar 2007
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PostPosted: Sun Mar 12, 2017 8:39 pm    Post subject: Reply with quote

Do you think it would help to up the experience on the lower and mid quest items?

I know long term we want to redo these systems, but that requires a few more pieces of code beforehand.
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Verbannon



Joined: 30 Sep 2013
Posts: 385

PostPosted: Mon Mar 13, 2017 2:27 am    Post subject: Reply with quote

Yes, but then you should restrict it so players above a certain level cant claim them. Since enemies give the same amount of exp at all levels. Once its high enough to he worthwhile, its worthwhile for all levels.
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Verbannon



Joined: 30 Sep 2013
Posts: 385

PostPosted: Mon Mar 13, 2017 8:42 am    Post subject: Reply with quote

What I would like most is some way of making lower level magic items relevant. So treasure hunting driven exploration,my personal preference, is supported.

But that would require three things, someone to "buff" magic items made when +2 was considered a level 30 item, something to support low level play so being low level isnt just being in the audience watching everyone else play(Ironically something the CR system is designed to do) , and a way to add enchantments to magic items so players arent crippled if they choose to use an item for RP reasons.
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