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Messages - MrGrendel

#1
Suggestions /
January 16, 2015, 02:37:24 AM
The  issue is that the price of gaining /xp/ rises dramatically, so a higher level brewer is paradoxically paying a much higher price to brew than a presumably less skilled one. So just reduce xp cost as your level goes up, because 500 xp at L6 is worth a lot less than 500xp at L10. By how much is the real question... You could compare times to earn it in average quest durations by levels... By no means perfect since it doesn't take risk and resulting xp loss into account.
#2
Suggestions /
November 04, 2013, 11:39:40 PM
You don't have to have the NPC actually giving the quest... you can have Jon Questman talking about his lost stud rothe in the tavern, but the quest is still given by the boulder outside of the actual cave the quest is in.
#3
Off-topic Discussion /
July 24, 2013, 03:53:10 AM
A little irrelevant tbh, because MAGIC etc, but FWIW:

Quote from: " If The Sun Went Out, How Long Would Life On Earth Survive? /
PopSci provides chilling answers to your burning questions / By Holly Otterbein"
If you put a steamy cup of coffee in the refrigerator, it wouldn’t immediately turn cold. Likewise, if the sun simply “turned off” (which is actually physically impossible), the Earth would stay warmâ€"at least compared with the space surrounding itâ€"for a few million years. But we surface dwellers would feel the chill much sooner than that.

Within a week, the average global surface temperature would drop below 0°F. In a year, it would dip to â€"100°. The top layers of the oceans would freeze over, but in an apocalyptic irony, that ice would insulate the deep water below and prevent the oceans from freezing solid for hundreds of thousands of years. Millions of years after that, our planet would reach a stable â€"400°, the temperature at which the heat radiating from the planet’s core would equal the heat that the Earth radiates into space, explains David Stevenson, a professor of planetary science at the California Institute of Technology.

Although some microorganisms living in the Earth’s crust would survive, the majority of life would enjoy only a brief post-sun existence. Photosynthesis would halt immediately, and most plants would die in a few weeks. Large trees, however, could survive for several decades, thanks to slow metabolism and substantial sugar stores. With the food chain’s bottom tier knocked out, most animals would die off quickly, but scavengers picking over the dead remains could last until the cold killed them.

Humans could live in submarines in the deepest and warmest parts of the ocean, but a more attractive option might be nuclear- or geothermal-powered habitats. One good place to camp out: Iceland. The island nation already heats 87 percent of its homes using geothermal energy, and, says astronomy professor Eric Blackman of the University of Rochester, people could continue harnessing volcanic heat for hundreds of years.

Of course, the sun doesn’t merely heat the Earth; it also keeps the planet in orbit. If its mass suddenly disappeared (this is equally impossible, by the way), the planet would fly off, like a ball swung on a string and suddenly let go.
#4
Suggestions /
January 21, 2013, 08:36:34 AM
A few thoughts,

1. It seems like a withering tax imposed on mundane types that overwhelmingly can't cast their own spells,

2. It does seem like a step backwards from the elegant potion homogenization system we have in place,

3. It could use the poison mechanics that apparently already allow stacking, ie add a withering poison to the system and use it,

4. Remove curse could, in addition to reducing withering, also clear any withering from all the potions in your inventory,

5. Or better yet, remove curse could be cast on a stack of potions and remove the withering for no xp cost.
#5
General Discussion /
January 05, 2013, 09:18:39 AM
What if the -10 "bleeding out" buffer were increased? Might give more of a margin of error to people doing less than optimized things and increase the value of buddies that watch out for you.

Also, what if experience loss from respawn deaths were not taken from the character, but added to a sort of penalty bank... which you have to pay off before you can actually gain xp again?

You tell the respawn script, "I'm not dead! I'm just knocked out with a serious injury! Let me go back." And you do, but in the meantime, enjoy a recovery penalty of being forced into limping around slowly after getting mangled by wargs, or miscasting spells due to head injuries after a game of ogre badminton, or dropping weapons now and then because a lightning bolt jacked up the nerves in their sword arm, etc. Or a bog standard -2 to everything will do if you like things boring.

Overall experience gain rate should slow down. Lower levels afaik see a faster rate of xp gain, esp. as the danger and xp loss per further death is much higher at higher levels. On the other hand, average level (but not highest level) would increase by a degree, and characters will not be weakened nearly as much through PvE deaths, depending of course on the degree of injury penalties.

Players could level up to the point that they start dying regularly on quests, rather than bouncing down and back up in levels. The price you pay is being stuck with a potentially crippling injury of some sort on the character for some or all of the time, depending on how it is set to wear off.

DMs would also have an additional tool in the option to reward players against their penalty bank, whether it has anything in it or not, allowing immediate or future recovery from PvE death, while not immediately increasing said character's level and power.

Or, they could choose to directly increase the xp and level of a character who constantly dies on quests, allowing him to skirt around quest ineptitude, so to speak, even while he still has a massive penalty bank built up.

Another facet of this is the potential to let the healing skill or quite high level healing spells temporarily relieve the effects of certain injuries in some way. Splints, poultices...

Naturally, PvP would be entirely unaffected.



I dunno, might be entirely ridiculous, too.
#6
Suggestions /
November 03, 2012, 12:00:20 AM
Quote from: Eraamion;309962Just went through this thread: http://www.escapefromundeath.com/forums/showthread.php?t=23232&highlight=limit+potion&page=3

The good and simpler idea Caddies had was to introduce more dispelling items in the module.

How about something more common to coat your blade with that dispels on hit, for instance?

Then there's also a possible return of the magic eaters from the underdark days. I imagine they could be tweaked to respond to potions as well as spells.
#7
Suggestions /
October 22, 2012, 01:51:37 AM
Arguing against this based on that raise dead should not be devalued "further" seems silly because in the candles you can buy a cleric with diamond, no faith required. It's no longer miraculous, just a standard market transaction. Devaluation of cleric raises already is at a high point, especially given the rarity of diamonds. A cleric raise compared to a candle raise is merely an inferior product.

One compromise is this: Also provide diamonds at the shop for the same price. Then increase the cost of the candles substantially.

On the other hand, if you want resurrection to be special, the situation should be reversed: candles should be the rare and occasional drop, instead of diamonds, and instead of candles, you can buy the diamonds...
#8
General Discussion /
September 18, 2012, 07:54:07 PM
#9
Off-topic Discussion /
June 20, 2012, 04:02:24 PM
I'd definitely suggest to start by hooking up by network cable instead and just see if that helps, then report back. (Make sure you're not actually still connecting via wireless.)

Also, as far as your router goes, 2 things. First, they usually have a default password. Search google for "default password [your router model here]" and you should get something. Secondly, if you set it to something else and forgot, you can usually reset routers to factory settings (and thus the default password) by a button on the actual router. Often it actually just looks like a little hole with a button inside, and you need a paper clip or something to poke inside the hole and hold the button down for 3-5 seconds to reset it. Then use the default password as above.

Actually, another troubleshooting thing you can do is to hook your computer up directly by cable to the modem itself, instead of the router, just bypass the router entirely. If that fixes things, you know the router is a major issue. If not, there are other issues. I'd probably do this one first.
#10
Bug Reports /
June 19, 2012, 10:25:53 PM
Frankly, all of the arguments so far boil down to, "it helps stealthers, so it must be unintended and/or thus it must also be a cheat/exploit."

I disagree, because 1. it's probably intended, see above, 2. the DM savvy enough to script Old Stones probably knew exactly that light sources effect stealth and 3. there is precedence for many other things in game that also help stealthers, sometimes to the same degree or more, but are not considered exploits, precisely because they do what they are intended to do.

Lastly, consider that you should very easily be able to cover up magical light sources in the first place, so this actually seems a small concession to something that should be possible to begin with, but is limited by the hard-coded engine.

[SIZE="1"]PS: Light source doesn't have a negative effect during the day time, nor does every type of light source penalize stealth, so it's probably not helping as much as you think it is in the first place.[/SIZE]
#11
Bug Reports /
June 19, 2012, 08:52:52 PM
I understand what you mean.

Going into Old Stones removes light property.
Casting continual flame adds light property.
Casting clairvoyance adds spot and listen.
Casting camouflage adds hide.
Stealthing at night makes you harder to detect.

All of these are intentional.

Why exactly is one of them an "exploit?" I seriously doubt that the DM who was able to come up with the Old Stones scripts was unaware that light levels have an effect on stealth.
#12
Bug Reports /
June 19, 2012, 08:36:07 PM
That makes as much sense as saying "casting clairvoyance is an exploit, because it hurts stealthers." There's also an underlying assumption that light sources are put on items with the express purpose of hurting stealthers in the first place, which I expect is not the case most of the time. If that were desired, a simple negative to stealth skills would suffice.
#13
Bug Reports /
June 19, 2012, 08:21:39 PM
What exactly is an exploit, going into the Old Stones, or getting a caster to put a permanent light source on your item? If you're talking about the "sell light enchanted items" exploit, they're marked plot independently of the light. Also, welcome to the forums, Bonhomie. ;)

AFAIK the functions all require you to define the inventory slot (head, torso, etc) you are removing the property from, unless maybe you are cycling through the entire inventory with GetFirst/GetNextItemInInventory, etc. In other words, the scripter has to be aware in the first place what he's removing the property from, or that he's doing it wholesale. (though he would not necessarily have to differentiate between torches in the hand and weapons in the hand.)

If the order in which it does that is what bothers you, I don't see that as a really big deal, unless you're bringing a bunch of torches in the hope of keeping your gear from losing the light?

And if it only removed light from torches, it would be pretty pathetic. Every other adventurer is usually a Christmas tree with multiple glowing items anyway. No-one uses torches, ever, really. People would rather walk in the dark.

Heck, if anything, it should leave the torches lit, and take light from everything else, so people might actually bring torches there, but of course they still wouldn't, without other motivation...

As an example, this here would remove both temporary and permanent light properties from an item in the PCs right hand, I think you'll get the idea how what's happening is almost certainly intended. At least I don't know of any way to remove a property without being aware of the particular item slot you want it removed from, other than maybe doing an entire inventory (and thus being aware of that).

{
object oPC=GetEnteringObject(); [SIZE="1"]//this is the PC entering[/SIZE]
if (!GetIsPC(oPC)) return; [SIZE="1"]//If it's not a PC, sod right off and cancel[/SIZE]
object oItem=GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC); [SIZE="1"]//This is what the PC has in the right hand[/SIZE]
if (!GetIsObjectValid(oItem)) return; [SIZE="1"]//If nothing is there, sod right off and cancel[/SIZE]
IPRemoveMatchingItemProperties(oItem, ITEM_PROPERTY_LIGHT, -1); [SIZE="1"]//If there's something in the right hand, bye-bye light property[/SIZE]
}
#14
Bug Reports /
June 17, 2012, 08:30:25 PM
If this is actually unintentional... I'd ask to please keep it as a feature. It's easy enough to get a permanent light property on an item. And there have been plenty of times I'd wished I could remove an annoying light from items.
#15
Suggestions /
June 04, 2012, 10:02:54 PM
I think it would be nice if summoned shadows came with ultravision.