TacoRobot wrote:
But as it was brought up, I would like to touch on it briefly. To my knowledge, and as far as anyone I've spoken with IC is aware, nothing has been added or changed to shorten how time consuming these trips are (there's a certain ring, but...given the lack of the other items that no longer function as they once did, that ring appears relatively useless, since it won't work for multiple people).
There are multiple ways to make that and other items work for multiple people to accomplish what you're saying. You will just need to put two and two together in some cases where you already have all the information. In other cases, you may not have all the information yet.
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Maybe there /does/ need to be a quest or some such thing added, that upon completion, teleports you to the start of the Nightmare Temple, Iron Citadel, etc, in the vein of a 'checkpoint'. Yes, this would probably make end-game content easier.
Some of what you're talking about already exists but remains unused. It wouldn't be hard to introduce some other mechanisms for this.
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...Is that a bad thing? What's the point of an area, and a 'boss NPC', that a player can go RL years and years of playing SK without ever encountering? Would it somehow be bad for the game if the end-game content was actually regularly in circulation around the game world?
I can't really give a legitimate answer to this. It would just be speculation either way.
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The only place it's really possible to do this is 'overworld map' areas. Inside areas (all the end-game zones with 'bosses) tend to have hallways/etc that you can't "navigate around". And it's not like you just get to the Nightmare Temple and then walk up to Ephialtis and fight him. There are multiple, unavoidable encounters in the way, that aren't exactly a cakewalk, numerous scripts, including one that can and will flat out just wipe your whole group for lulz.
The whole zone is a lot less buggy than it used to be, and I think the challenges there, in general, aren't as over-the-top as they were. There's also a lot more loot in the place. Way more. That area probably saw the largest loot upgrade of any. I will concede it isn't just a cakewalk to navigate the zone, though. It takes time.
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As you say, modern video games have algorithms/etc for this. But, even in tabletop, there's a very key difference. The GM is actually there, knows who and what the party is, and generally tailors the encounter specifically for them. SK does not work like this. There's nobody there to take into account 'oh hm, this group has less melee damage and is mostly mages, maybe we should tweak the adventure for that'. Is your group a Merc, Barb, and Priest? Fight a unicorn. Is your group a Warlock, Bard, Rogue, and Swashbuckler? Fight a unicorn. Is your group a Scout, Hellion, Necromancer, Mercenary, and two Priests? Fight two unicorns.
It's probably never going to get that fine-tuned. I could see something along the lines of the frequency of encounters (and multiple encounters) going up in more of a logarithmic fashion than in what appears to be a linear fashion now. So, the difference between having a 3-person group and a 9-person group wouldn't be so big. I think the larger group should face more adversity, but not by a ludicrous amount.
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I really doubt there's any way for random encounters on SK to ever be 'satisfying', because everyone gets bricks thrown at them, the only thing that varies is more people get more bricks. If your group isn't designed to handle bricks, oh well, sorry, all we have are bricks. Come back when you have the right group composition.
The game can only do so much. It cannot really come at you with the full array of hundreds of different spells and hundreds of different unique monster abilities. Within those confines, you have to balance encounters as best you can. Many of these different bricks do at least have different Achilles heels.
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This has been noticed by people, I imagine, and is certainly a nice bonus for being forced to deal with these encounters. However there are some problems with it as well. You can't locate the things on them. There's no way to tell how many of them there are. I could go kill 10 of a random NPC, and it not drop anything. But maybe if I kill 10 more it'll drop something? Is the bracelet this thing dropped uniuqe? Or can I kill 15 more and get another bracelet? Who knows?
Yes, only trial and error and experience can really tell you. My thinking is two-fold on this. One, locate object is already powerful enough, so if there are some items it misses, I'm not going to lose any sleep over it. Two, new loot you cannot locate is better than no new loot. Besides those two major points, it can also be fun to find something nice you weren't expecting.
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I can't claim to have the knowledge of these areas and NPCs you do, but I can only think of a couple random spawn NPCs that still leveling people could handle, and the thing is, I'm personally not aware of any area where those 'manageable' ones aren't also in the same space that fytrysks/etc also spawn. Sure, you can level on some of this stuff. You're almost for certain going to die eventually, though, and then need a group to get you back there, which is probably why people stick to the 'traditional' areas, where they know what to expect.
These are things I discovered as a player. I also wasn't interested in trying to level up on Fytrysks in the middle of nowhere. That sounds a little on the dangerous side for leveling. There are absolutely some places this tactic works, though, and it can make for an interesting change of pace to the standard leveling progression.
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My 2c on this are that it's because this mechanic seems to have become increasingly more prevalent and is basically the majority of some area's NPCs now. The Wastelands has it, but it's really minor, and there's a kaleidoscope of monsters that are set out on the map. The dreamscape? Would be practically empty without this mechanic. The Frozen Wastes has like 2 or 3 types of NPCs that are static, and a dozen kinds of random spawn ones. (Those numbers are a bit exaggerated.)
Frozen Wastes is a blend of the two. Some sections have lots of monsters. Some sections are barren wastes where there are only random monsters. In those latter sections, having static resets of monsters would just have people avoiding them. Or it would have me flooding the zone with hundreds of them if there were any hope of making it remotely challenging to walk around.
It seems from what has been said in this thread that the Dreamscape has the highest nuisance factor. I did add some static encounters out there that you can spot by looking in various directions, and I added some loot to the random encounters, but I didn't tweak the random encounters all that much except to add the loot. I'll see if I can find ways to reduce the annoyance and retain the challenge. I also don't think any random encounters like that should be the barbucklers that OA mentioned, so I'll make sure that's not the case anywhere. If you spot a random encounter barbuckler, PM me about it.