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Topics - Jasede

#1
Suggestions / Sandy Crypt Questgiver
September 21, 2014, 10:16:42 PM
You all probably know that I am in love with this quest. But after doing it a few times recently I noticed that it didn't have quite the draw it used to. And I think I figured out why.

There's no NPC questgiver.


You see, this quest used to be 'terrifying' because of the story. The whole tale the NPC (affectionately known as the Seer) span. The long distance you had to travel to get to the QA. The dangerous trek back to the NPC. I think this is a quest that particularly loses a lot of its charm my not having an NPC tell you about the horrors that may await you. One of the best, most enjoyable parts of this quest was the trip towards the QA - that uneasy feeling PCs had as they approached. The often deadly journey to even get there, that was a good test to see if you could handle it. The whole build-up and atmosphere of the areas you traversed to get there.


I suggest you add an NPC quest-giver in some cave, maybe a blind old seer that tells you about this quest! It could be an optional quest-giver, like with the Orogs quest. There doesn't have to be a reward either. But I think it'd be amazing to have more story and build-up to this again, especially for newer players.
#2
Suggestions / Tomb of Oozing Delight
August 23, 2014, 12:12:59 PM
I think the one really tough monster in this quest should be hittable with +1 weapons. I remember that used to be the case - I've done this quest a lot in the old days - but now, a certain mob is pretty much impossible to harm unless you bring in the greataxe squad.

(Maybe I am missing something.)
#3
Suggestions / Boat to Mycopolis travel time
August 14, 2014, 10:05:36 AM
This shouldn't be 10 minutes; I think it is the longest of all the travel times I have encountered. 10 minutes makes it feel like you are on some marvelous journey into something amazing or terrifying - yet it's just Mycopolis!

Maybe 7 minutes or something.
#4
Suggestions / Mage Eaters / Nightshade
August 02, 2014, 10:23:12 AM
Hey guys,

haven't been around for a bit. Amazing changes and new stuff.

Just one thing. How do you feel about getting rid or revamping the mage eaters and the abjurer's nightshade script? I know they are a part of EfU but I feel like they either don't work quite right anymore or are overly complicated. Do we really need 'em to be affected by the season and such? Nobody tracks that! Right now the situation is that I don't bother buyin' nightshade any because 99% of the time that's just like using it when you cast, the chance to call is pretty high either way with the low, random-feeling duration.

I feel like maybe some newer scripts, and as a programmer I got no idea how this could be possible, must be interfering with the old ones somehow. I chomp on some 'shade and bam, already calling the buggers.

I feel like ya could revamp this stuff. No offense to Arkov, his system was great and worked really well but it just don't seem to work right no more. Just like a simple percentage chance would be good. Something like...

Cast magic / no nightshade:
3% small
0.75% medium
0.015 large

Cast magic / nightshade:
0.25% small
0.01% medium
0% large


Those are just made up and I pulled from nowhere but right now it just feels significantly weirder.

I definitely know that when I used to play, Nightshade could be relied on, and now you really can't 'cause it runs out in like 5 rounds. Crazy stuff.
#5
Spoilers galore!

Sorry!
#6
Suggestions / Invisibility Sphere Duration
January 11, 2014, 06:31:28 PM
It's round / level right now, double with SF, double again with GSF. I can see why but it makes it rarely (never) worth memorizing unless you have GSF since there's not a great deal you can do in 5, 6, 7 (10, 12, 14) rounds. How about making it 2 rounds / level, and keep the SF/GSF double rules? Might see more use then.

Haven't ever seen anyone cast this before!
#7
Suggestions / Spike Growth
January 11, 2014, 10:20:37 AM
This spell is sickening.

Give the movespeed penalty a duration that's not "until rest". Now, I might be a little biased - after all, I consider Druids scum of the earth - but what other level 3 spell gives you permanent penalties until rest that aren't remedied by some consumable?

Let's not forget movespeed is one of the key factors to win or lose PVP, one of the reasons high level monks are so scary, is it really a good idea to give level 5 members of a certain class a way to castrate someone's movespeed until rest?

It's also tremendously annoying, win or lose. It's literally more fun to die to an instant death spell than sloth about at half speed until you drag yourself to some rest.

To reiterate my point, druids are dumb.
#8
Bug Reports / Death XP penalties and DM XP
January 10, 2014, 01:40:20 PM
This doesn't work at all.

According to the announcement, any DM XP (the one given with "DM granted bonus") and any exploration XP is supposed to not factor into your respawn penalty. I've gathered some of both and my respawn penalty is nevertheless 1/3rd of my total XP.

Either this system was removed again or it doesn't work.
#9
Suggestions / Broken Presentation Gold Reward
January 06, 2014, 10:48:12 PM
I cannot be the only one who feels this one is off the charts, compared to the other 2-4 quests where, with some luck, you might scavenge something decent. I feel like the gold reward could take a cut without any value being lost. Like, a 100 gp cut, each. This is the only quest I know that pays you a huge sum for no risk, effort or time spent.
#10
General Discussion / Gold / Consumable level
January 06, 2014, 06:26:38 PM
How do you feel about the current gold availability? I find it undesirable myself.

Whereas in EfU:M you'd end up with 2 tabs of potions in a week due to available consumables, now you end up with gold instead. Lots of gold. I've personally experienced and seen low level PCs tote around Impro Invis wands or walk about with massive stores of (bought) potions as they turned the gold they got from the many quests that pay a lot of gold at low levels, particularly in Upper.

I'd suggest that there be a cap on the Broken Presentation, Dodging Trams, Underdark Exploration and Leech Gathering quest to bring them more in line with the Dunwarren Scavenging quest which has a cap of 3 times.

What do you think? Noticeably more gold? Is it a problem? Is curbing it desirable?
#11
Bug Reports / Climbing Death flagged as PVP Death
January 06, 2014, 11:06:44 AM
If you take so much damage from a climb fail that you are fugued straight (as in, your HP after the magical damage is applied drops to less than -9) your death is flagged as a PVP death, preventing you from respawn.

That's because the last damage you took was incurred from a player: your own PC.

Tested it twice to make sure.
#12
General Discussion / Climbing Quest Shovel
December 30, 2013, 02:35:11 PM
Don't be a huge jerk and drop the shovel at the other side of the tunnel so whoever does the quest next can feel appropriately taunted.

Thank you.

God.
#13
Bug Reports / Magic Fang (1)/day -- Cultist -- level 5
December 11, 2013, 03:20:11 PM
This is the perk for being a pure level 5 Cultist sorcerer.

However, using it does nothing. You get the message that "this can only be used if you have an animal companion".

Therefore it's completely useless to a pure Sorcerer.

This might be a bug since perhaps it was intended to work on the Familiar, or on summons.
#14
The Welcome website, the first thing you see when you connect to escapefromundeath.com, says to join the server connect to "efu.us.to". I tried that and it didn't work and they told me in IRC I need to connect to "nwn.escapefromundeath.com".

This should be fixed ASAP because if I was a new player I'd want the address listed on the front page to work; else I'd assume that I did something wrong or that the server is town. Having the wrong address at the first port of call for someone just checking out the website is a problem.

Thank you for your consideration.
#15
Screen Shots & Obituaries / Lugzub!
March 12, 2013, 02:37:23 AM
Heya! I played this guy for a bit.

I had my ups and downs and made a lot of blunders-

But I also had a wonderful, wonderful time. I love playing things like this and I love the way people interacted with me, which gave me a lot of fun, and I hope, even though I often failed at it, that at least sometimes I succeeded in giving some back when I mugged you for some lousy cure moderates, snuck up on you or put some troglodyte stench on you.

I made lots of screenies! Or that's what I thought until I checked my screenshot folder and found it almost empty.

So it goes.


Here's my character walking through a sewer! The sewer smelled better than him...


And here is a typical day in Sis Liman, having a nude beach party with Aoife Caermyn.


I thank all of you for helping me have a wonderful time. Thank you guys!
#16
Suggestions / /dm Feedback
February 21, 2013, 02:19:16 AM
I suggest that when you send a tell to the DM channel (either using the DM chat mode or the /dm prefix) that you get a feedback echo of your tell/message in the main chat, pretty much like on CoA.

This is useful for seeing what you wrote. Sometimes you write something wrong and it's good to be able to fix it, so that you can make yourself understood. Besides, it just feels odd to send a message and then not see it.
#17
Suggestions / Rat Hunting in the Sewers max level 6
February 13, 2013, 03:07:00 PM
Since all the other gathering quests are max level 6 - such as the Scars Cave, the one that used to be in the market hall and the one for the Stargazers - maybe rat hunting could also be up to level 6. It would allow for PCs that wouldn't be welcome in the other locations a chance at supplies.
#18
Bug Reports / Woven Mushroom-fiber Gardening Gloves
February 10, 2013, 01:30:38 AM
Found on the Tainted Grove / "Fungi and Mushrooms" quest.

These have the following stats:
AE +1
Listen +1
Lore +1
Lore +1
...

It's odd they have two instance of Lore +1. I believe it should be changed to one instance of Lore +2.

Sorry for spelling errors, I am intoxicated.

Edit: I just equipped them and they give a total of +1 Lore. Weird huh?
#19
Bug Reports / Troglodyte Subrace Stat Discrepancy
February 09, 2013, 07:46:31 PM
QuoteAbility Adjustments: Str -2, Con +4, Cha +2, Hide +4. AC +5 (natural)

Is what it says in the manual of our website.

So according to the website, since these bonuses are ADDED to the half-orc stats, a Trog with 18 STR on creation would have 16 after creation. But I have 14.

Either the manual has the wrong numbers or the script that changes your stats does. Either way, I thought I'd write about it here.
#20
Suggestions / Min level 2 newbie quests
January 26, 2013, 06:56:53 PM
The starter quests are all minimum level 2. However, you can fall below level 2 if you die in the OOC area, rendering you unable to take any of the starter quests.

There should either be a script that keeps you from falling under 1000 XP or the beginner quests should all be minimum-level 1, not 2.