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Messages - Starstruck

#1
Off-topic Discussion /
August 14, 2017, 04:56:37 PM
I'll either be back after GenCon or retired.
#2
Off-topic Discussion /
July 06, 2017, 08:05:30 PM
My play times during the week have unfortunately been pretty severely cut down due to work obligations. I might be more available during weekends.
#3
Bug Reports /
July 02, 2017, 04:11:16 PM
Additionally, there was an issue a couple nights ago where the chests didn't op en after defeating the mobs.
#4
Off-topic Discussion /
July 01, 2017, 02:00:43 PM
I'll be gone for most of today and Sunday.
#5
Suggestions /
June 26, 2017, 03:25:15 PM
Quote from: [NagaI do wish that explorable entrances would despawn after the chests were opened/monsters were defeated.

This would be great at the very least, so that people aren't fighting mobs for nothing.
#6
Suggestions /
June 26, 2017, 06:30:02 AM
Quote(32) Although not expressly forbidden, the practice of using stealth or invisibility to gather the treasure of random exploreable areas without actually defeating the monsters is in most cases frowned upon. If your character(s) engage(s) the monsters, fail and are unable to defeat the foe, feel free to consult with a DM if it would be appropriate to attempt to use stealth and trickery to plunder the area.
This is such an easy rule to circumvent without a DM online, particularly considering it's so wishy-washy about whether or not there's any actual punishment for being a scumlord.

Quote from: Random_White_Guy;n678863Stealth options on EFU are pretty sparse. Most questing as a rogue is overwhelmed by "SHUT UP I KNOW THE TRAPS STOP SLOWING DOWN THE PARTY" or people wordlessly blitzing past the thieves, cut-purses, scouts, and otherwise.

Don't get too many chances to actually sneak around and steal stuff in EFU so explorables are prime time for that.

I don't really think this is a fair excuse for something that an invisibility potion could also do. If you want to give some love to the "stealth" concepts then I wouldn't be against a very, very small portion of the spoils being accessible without defeating the room of mobs. But I don't think someone should have to cut down the mobs, get no experience if they're of higher level, bust through supplies, and then find that a chest is empty because the AI isn't smart enough to realize that someone robbed them blind while they weren't looking. It's exploitative and frustrating when you draw the shit end of the stick.
#7
Suggestions / Anti-"cheat" method for explorables
June 26, 2017, 04:06:56 AM
Lately I've entered a lot of explorables filled to the brim with mobs that have had their chests raided, some of them especially difficult and costly to clear. It's very frustrating when you go through the trouble of cleaning out an explorable only to find that someone stealthed through. I'd appreciate there being a way to prevent this, ideally by requiring that ALL mobs in the area be dead before the loot and gold are accessible.
#8
Having the entrance portal in the middle of the square cane interrupt the flow of current roleplay when the intro dialogue is spammed. Having it not broadcast to all PC's in the area would be a nice change.
#9
Suggestions / Spruce up prefectures in need
June 24, 2017, 03:32:21 AM
Currently the House of Trade is an incredibly interesting, powerful, and effective prefecture/property to hold and heftily outclasses anything the others provide. It'd be cool if other prefectures were given similar benefits or at least given a little bit more character.

For instance, the Vaults prefecture is practically useless save for storage. The house is a dilapidated shack with literally no seating. It's even less furnished than most of the area's explorables. I'd be a huge fan of keeping a decent looking home with an upright table and chairs. Perhaps even a housing apartment to give a PC access to similar to the way the Trade Hall councilor can give out storage.
#10
Suggestions /
June 17, 2017, 05:09:16 PM
Agreed, but change it so that it's a Covenant quest.
#11
Off-topic Discussion /
June 16, 2017, 01:57:22 PM
Happy birthday, chief!
#12
Off-topic Discussion /
June 12, 2017, 04:31:55 PM
My playtime is probably going to be a bit reduced for the week due to several work and family things that are coming up.
#13
Suggestions /
June 11, 2017, 04:22:55 PM
Hugely in favor of this. This was one of the most interesting and dynamic elements of EFU:M and it often brought together a lot of characters that were conflicting with each other. One of the things that's often missing from EFU:R is that genuine sense of danger from all the nasty evil things that lurk throughout the caves. I'd even go a step further and say that having the invasions take place in locations other than the barbican would be excellent. A watcher making a sending about a surge of Chosen in the Machine threateningly close to Sanctuary. A Society freak calling for volunteers to join him in the Lowerdark to deal with a Dread patrol with their eyes on Sanctuary. etc, etc.
#14
General Discussion /
June 11, 2017, 03:37:08 PM
As RPG said, relic guardian is a great choice for this. They drawn their divine powers from powerful artifacts rather than a specific god. Alternatively, you could play a regular cleric that has a deity in their field but is a heretic of the faith or has an unorthodox set of beliefs.
#15
Suggestions /
June 11, 2017, 03:35:15 PM
I want to just give this a bump and say that the immunes are probably one of the most unfun spawns of any quest in the module right now. It's not because they're particularly dangerous or strong, but because they artificially increase the length of the quest because you have to sit there wailing on them for 30 rounds just to breach their obscene AC. It's not even like evocations and damage spells are the solution to their defense (like psionic hounds, for instance),because they also have a fair amount of health and tend to spawn in relatively high numbers. Almost every time I've done this quest, it consists of killing everything else and then going to get coffee while you wait for the immunes to die.