Howland
2005-11-04 07:57:13 UTC
#2235
Go ahead and post your feedback for our first night of alpha testing here: whether good, bad, or neutral.
There's a tremendous amount for us to do still, but I know the DM team is glad to have gotten the chance to finally just plain old DM.
Thanks to everyone who helped test.
LaBrea
2005-11-04 08:12:22 UTC
#2240
Awesome. Truly a good word for my first night. Though is it allways going to be that hard to find food?
I must say, I really like the look of the city. When I first saw the screenshots I was worried that I would carry over my loathing of HotUs use of that tileset. However, I love how close all the streets are to each other and every detail seems to be really well done. The world builders did a great job with the city from what I have seen.
As would be expected the DMs instilled quite a bit of character into each thing they posessed, the frequency of posessions was also really nice to see. On top of that I did not even see much lag even with all the posessings going on.
The players were all phenomenal. That's something that I love to see, It's great being able to do strange things and having players actually react to them. Fantastic. Everyone I played with tonight was great. It's been awhile since I've had that much fun playing on a persistant world.
Voular
2005-11-04 10:58:38 UTC
#2247
It was all awesome, though finding Ale was hard. ;)
Monkey Magic
2005-11-04 12:07:48 UTC
#2250
I really liked the setting. The city was well constructed and well thought out, and had a nice sense of life to it. (I didn't venture out of the city - too scared) Lighting effects were good, I thought I wouldnt be able to see properly, but it turned out just right.
New familiars are really cool too, I had a deep dragon as one and it looked and sounded great.
I can only hope, however, that you are working on dialogues a bit more. The first person I talked to was a dwarf right where I ported to when starting. The choices I had to choose between would be very innapropriate for a good-aligned character to say. Right now they are a little linear. Also, I noticed a few quest givers have no options to say "no". Specifically, the nervous watchman guarding a cave where two children went into? There was no way to escape the conversation without getting a "journal ping".
Other than that, everything looks great and the setting is the best thing about it, it's so dark and mysterious. I also liked the rich history of the world (lots of books).
Good job!
TheaDers
2005-11-04 13:40:19 UTC
#2251
My first experience was great. I really enjoy the attention to details, for instance the climbing over walls, how amazing is that?! I also liked the feel of different areas, for instance when you leave Sanctuary, the sounds are perfect. It really made me feel unsafe. I also like the many different races of npc's in the town. Well done guys! This is going to be a blast. :)
Eraamion
2005-11-04 13:57:45 UTC
#2254
I am not going to repeat all the kudos the DMs undoubtedly deserve: all the positive things the previous posters said, and more, is true and I fully agree, it is indeed a huge bit of great work. Some issues I know are due to the infancy of the server, like the conversation options or the quest system (or, better, the lack of it); basically, it is only two issues I would like to touch:
1. The DM interaction - it was awesome and the NPCs felt more like PCs; however, this was the opening night and it would be probably unrealistic to expect such a level of interaction all the time, nota bene if the number of players is going to increase. However, I will greatly appreciate if the interaction could be maintained with the help of IRC, to steal bits of our time here and there and to have the DM and the respective players hang IG together for little steps in the plots. E. g. "/msg DM Hey, DM, all of us four have got an hour, would you like to join us in the *spoiler* plot? - Sure, but only for about 40 minutes. - Okay, let's have some fun." I think many players with limited playing time would like to know when to log in for a common presence, to be IG only when the plot can be furthered (aside from the casual RPing and player-run plots). This should be easy in alpha, but if you persevere and keep doing it this way as the server goes into the more advanced stages, it will be perfect.
2. With the great guidance and company we could explore more of the environment yesterday - it was mysterious and compelling, but I felt some areas were still too bright for the Underdark, for example *spoiler* and *spoiler*... errm... that didn't particularly help, did it? :wink: But I am sure you know which ones I mean.
Sturmer
2005-11-04 14:28:14 UTC
#2257
The server looks quite fun, the town was well designed (not too big, or streets a mile wild) and more importantly, it looks like you will have many areas to explore out side of town.
There is one very important aspect that I hope you're planning on adding to the server, and that's an actual way to escape the underdark at higher levels, also the ability to return once you've escaped (for whatever reason). I like the idea that you're working to an ultimate goal (escaping) and you're not just in the city with nothing to look forward to but RP plots. For this reason it makes it important that you can actually escape via a quest when the time comes.
Sinister Seneschal
2005-11-04 14:32:39 UTC
#2258
Sturmer- You can definitely look forward to real escape attempts in the future, in the form of semi-scripted quests.
Howland
2005-11-04 14:52:47 UTC
#2261
I can only hope, however, that you are working on dialogues a bit more. The first person I talked to was a dwarf right where I ported to when starting. The choices I had to choose between would be very innapropriate for a good-aligned character to say.
Dialogue options will certainly improve, however I'm curious: was that Tobur the Delver you spoke with? In what way was the dialogue inappropriate for good characters? I'll look into it.
Also, I noticed a few quest givers have no options to say "no". Specifically, the nervous watchman guarding a cave where two children went into? There was no way to escape the conversation without getting a "journal ping".
Some of the journal pings that occur without being able to say "no" aren't actually quests at all, but simply journal entries to let you know you've discovered something of potential importance. For instance, the Watch member is just letting you know there are two missing children in the ruins: it's up to whether you whether to venture into the ruins and look for them. If you do, you take the quest from another NPC inside.
Some we do need to give a "no" option though, for instance Goignar.
There is one very important aspect that I hope you're planning on adding to the server, and that's an actual way to escape the underdark at higher levels, also the ability to return once you've escaped (for whatever reason).
Escaping is fully intended to be a large part of the server. After your character accomplishes various objectives and clues that involve scripted stuff, you can request an escape-dm quest (hopefully you'll have a group). However, returning after escaping is not actually possible -- escaping does represent permanent retirement. This may seem harsh, but I think if people think about it they'll realize it's actually a pretty good idea. Since the characters will have moved on, we can be a lot more relaxed about alternative endings/answering mysteries/revealing information/and so on. Characters will also get to be memorialized with a statue. Additionally, the whole premise of this server is one of story-telling, so having a character whose story ends and not just dwindles away is the ideal.
Thank you all for your comments, keep them coming. Expect many improvements to come.
Schattenjäger
2005-11-04 14:57:33 UTC
#2263
I had an excellent time last night. DM's were *everywhere*. My character was separated from the group for some time along with a friend. The DMs still took their time to guide us along separately - we must've spoken to three or four possessed NPCs before we were able to locate the main group. Constantly, both during the escape and particularily while exploring town, DMs would possess characters to do trivial things that added to our immersion. The quests clearly need some balancing, both in terms of risk and XP, but with a DM guiding us through we had a great time. My only regret is that I didn't think to take a screenshot when the troll who wished to eat someone "ran away like a sissy" - had to laugh out loud then. :P
One thing to put on my wishlist content-wise would be to get more unique Underdark clothings at the tailor. You've done a great job making unique books for the setting, and I like the idea of spellbooks.
What startled me the most was when my paladin actually fainted when trying to detect evil... now that's disturbing. Nice touch.
Howland
2005-11-04 17:13:54 UTC
#2267
What startled me the most was when my paladin actually fainted when trying to detect evil... now that's disturbing. Nice touch.
You were right by a high level evil NPC when you did that, I may want to adjust the NPC's level.
Tabula rasa
2005-11-04 17:16:28 UTC
#2268
1. DM and PC interaction is phenomenal. I had so much fun last night running around scared in the underdark. From being captured by a Mind Flayer for his amusement, finding an old and decrepit Hook horror that blindly hacks away at your character, and being surrounded by driders and other assorted spiders. All in all it was an awesome night.
2. The atmosphere of the environment is bone chilling in some places as your running through the underdark caves. If you leave your map off, it get the feeling of really being lost in the caverans.
Last I can say is Congrats on a job well done, and keep up the good work.
Laters!
Combs
2005-11-04 17:29:53 UTC
#2269
Everything about last nights session was awesome. From the cool prelude that started us off, to simply exploring the city and meeting new people, it was really a time to enjoy. I can't wait until the server officially goes live so we can have the full 'Escape from Underdark' effect.
Good job, guys.
OMGbearisdriving
2005-11-04 18:46:15 UTC
#2274
Ah thats where everyone was: preludes. Wandering about I didnt see many people but then that explains it. My impression was much like the first time I saw arabel: awe. I did some looking around, got a throwaway guy killed, and finally met a PC to interact with shortly before going to bed. Oh and I did a step and fetch it quest that was interesting. I'm looking forward to more pc interaction in the future, but for an opening night i was impressed. Cant wait till Sunday for some prelude action.
OMG
The Beggar
2005-11-04 19:38:57 UTC
#2278
Was with Schattenjager (ambrose) last night and another, and had plentiful DM interaction through the NPCs, from the bartender all the way up to the official practicing his speech in the town hall. I truly felt immersed in a well set up adventure and city. What I truly appreciated was the possession of the low level NPCs as well, delivering gossip, advice, and directions. It truly brought the new city to life, and for that I thank all that were present. It made for a wodnerful setting for some very fun RP. And kudos to Schattenjager and the other elven mage. Had a lot of fun last night with you both.
Tonight I hope to lay eyes on a few of the quests. Will post any feedback, though I doubt there will be much negative.
Inquisitor
2005-11-04 22:48:24 UTC
#2293
Sinister spawned Drow warriors and made me huddle in the corner while wetting myself.
PanamaLane
2005-11-05 05:37:43 UTC
#2328
Awesome, well done dms amd pcs alike. I think what I enjoyed the most was the variety of settings outside the city as well as the serious dangers in them. The npcs all seemed to be dimentional in ways that added greatly to the sense on reality. My only suggestion would be not to change a damn thing.
Blast9thewarrior
2005-11-05 07:22:23 UTC
#2337
It was all awesome, though finding Ale was hard.
I agree, finding ale was hard. :wink:
So far, I love the server. Thursday, and earlier yesterday were extrememly fun. I felt that there was always a happy DM to help, or to make a blunder, and we all laugh at the crazy gnome dying. I feel engrossed in my character's story here, and that I can actually advance his own story. There are also a plethora of quests everywhere, which I like. :)
Dash
2005-11-05 08:43:36 UTC
#2343
[sneaks in the night and steals grandpa chicken]
[eats well tonight]
Random_White_Guy
2005-11-05 14:39:05 UTC
#2355
Amazing
Simply Amazing.
It seems that an issue has come out of people assuming Subdual mode is the base setting, which happens to be untrue, so a few people have been killed over pretty trivial matters. Only problem I see so far with the server though, great job.
Jupe
2005-11-05 23:32:28 UTC
#2372
Awesome. DM presence felt and appreciated. Quests seem tough, but are fair. Lively NPC's and things that make you smile/laugh. Excellent work.
I would like to see few traps and doors you could open with lockpicking. Haven't seen any, yet. Though it might just be that I didn't run around like fool, at least enough.
Jeremiah out.
Scarrow
2005-11-06 09:58:04 UTC
#2421
More akin to second night's feedback in my case.
In any event, since I didn't have the opportunity to do so online, I simply wanted to thank Howland and the rest of the DMs for providing a wonderful, immersive experience.
The landscape looks stunning and beautifully alien.
And my character was entangled in shady business right from the moment he set foot in Sanctuary. :twisted:
It was a grand ol' time.
Ladocicea
2005-11-06 14:12:16 UTC
#2433
Something I've noticed and like is the incredibly low exp and, to some extent, magic level. Perhaps this will diminish soon as it is only the first weekend of the server's alpha, but it reminds me of that Dreamcatcher mod where you get thrown into the Dwarven ruins and have to make your way out in your undies, using a stick as a weapon and eating mushrooms to stay alive.
I really like that feeling of struggle, and it makes anything you do get feel a lot more rewarding and useless ambient loot and nick nacks feel like phat ub0r stuff.
The only thought resembling a criticism right now is that the Town feels a little small, with not too much to do, but I should imagine it's because I've not found all the quests (I found like two) and that it's not finished yet. That coupled with how I'm very much used to large City based Persistent Worlds makes for a bit of a steep adjustment curve.
Sinister Seneschal
2005-11-06 16:39:05 UTC
#2450
There are only two or three quests available right now actually, a major reason why the server is only up for alpha testing.
That is because we're waiting to tie in dozens of other, ready ones, to a pending quest system, so hopefully this will be addressed in the functional server.