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Topics - Jello!

#1
Suggestions / Constructible Market Stands
September 21, 2021, 10:41:08 PM
Could a deployable "Market Stand" be made into an item for the woodworker NPCs to sell? Perhaps for a large amount of money?  I think it'd be cool for anyone who wants to play a traveling merchant PC.
#2
Within the quest area, there is a specific location near the exit of the first set of pitfalls where an unseeable pitfall will take players into the next "Fall area" near the end of the quest. I'm not sure if this is intended, as it separates the group drastically.

I'd need others to confirm this, as I have no screenshots of it happening, but I can more or less point out the area where it happens.

[hide]https://imgur.com/a/k4SjFx3[/hide]
#3
I'd like to suggest that instead of an increase to the duration of a summoned creature, that wizards who take the school of Conjuration at character creation instead get to cast summoning spells at +1 circle. (Casting "summon creature I" would instead be "summon creature II", and so forth)

Additionally, for summon swarm, wizards of the conjuration school could perhaps summon (2-3) + 1 creatures at the first circle. 
#4
Screen Shots & Obituaries / Cece Aerlson (Retiring)
September 07, 2021, 10:47:08 PM
Hey there,

Cece was my attempt at taking two things I have enjoyed playing in the past (mute characters and paladins) and putting both into a single character. Unfortunately, between being unable to speak, her oaths of "last man standing", lacking spells,  having a negative dex modifier, and a few other elements that would spoiler -ish to mention, Cece is extremely exhausting to play.

Thanks to all for putting up with the mute, but I think I am going to move on to something else.

#5
Suggestions / Paladin Sundering
September 04, 2021, 02:58:45 AM
Can paladins get a player tool to sunder "OUB: Evil" items?
#6
Suggestions / A command for reloading an area
August 10, 2021, 04:47:58 PM
Hey,

Sometime when I load into an area either the area won't load properly (There are no enemies, no pcs, or transitions that show up) or pcs will load, but the area is pitch black and I cannot do anything. Whenever this happens, I have to relog and that pretty much always kills any weapon enchantments I have so I was wondering if there could be a command implemented that allowed players to reload an area without logging out.
#7
Off-topic Discussion / When to play?
March 18, 2021, 12:44:19 AM
Hey everyone, it's been a while.

So, since my quarter in school is almost over I'm going to start playing efu once more, but I need some advice.  So I wanted to ask: What is the minimum amount of playtime needed for a pc to stay relative?  I want to keep my focus on schooling, thus I'm trying to optimize my game time by figuring out the minimum hours I need to play weekly.

Thanks,
Jello!
#8
Bug Reports / Flurry of Blows toggle
November 22, 2020, 10:31:14 PM
For whatever reason, whenever I toggle Flurry of blows on my monk pc I am unable to directly toggle it off. It seems that when the toggle is used, the feat is and isn't toggled at the same time.

https://imgur.com/l4kxJML

In the picture, you can see that the ability is toggled on my quickbar, but in the radial menu, it doesn't seem to be toggled.  So far though testing, the only ways that FoB has been deactivated was by either activating another combat mode or by relogging.
#9
Suggestions / Feat improvement: Circle kick
September 28, 2020, 03:46:26 PM
Changes:
QuotePrerequisite: base attack bonus +3 wisdom 14+, dexterity 14+, improved unarmed strike 
If the character succeeds in hitting an opponent with an unarmed attack a melee attack, that character gets an additional free attack against another, nearby enemy. There is a maximum of one free attack per round.
Use: combat mode

Reasons: The prerequisite change makes this feat open to monks who take either wisdom or strength into their build rather than dex, but still prevents other classes from taking the feat. Further more, allowing any weapon hit to trigger the feat allows monks who use weapons such as the Kama or quarterstaff the benefit of use. Lastly, making this feat a combat mode allows players to choose when they want circle kick to change targets for them. This prevents players from becoming at a sudden disadvantage simply  because they hit a boss monster and suddenly are attacking a different target.
#10

Additional notes:

  • Darkfire was extended
#11
Suggestions / Hooded dwarf
September 22, 2020, 03:18:29 AM
Dwarfs have a hooded modle now; could it be added to /c togglehood?
#12
Bug Reports / No store available
September 19, 2020, 10:57:40 PM
#13
Suggestions / A local ash dispenser
September 18, 2020, 09:22:37 PM
Could we have an ash condenser in the ticker square so there is less clutter in peoples' inventory? I wouldn't suggest making it free to use; perhaps adding a fee of 500 groats to use the dispenser?
#14
Suggestions / Weapon proficiency (Dwarf)
September 17, 2020, 07:00:20 AM
Making dwarves able to use light hammers and warhammers freely seems like it would make sense.
#15
Suggestions / The trap room of Lord Darkskull's Tower
August 10, 2020, 04:07:16 PM
During the first part of this quest there are randomly selected areas that players can choose to enter for an extra reward. While it is intended for these areas to be a little more risky, the area trapped filled area seems to be a little more risky than the other rooms available to the point where most players tend to skip over this room because of the danger far outweighs the reward. Here are my suggestions to make this room a tad bit more fair for players. (minor spoilers for this quest below.)

[hide]Lowering trap damage: For whatever reason, the traps in this room (at least two of them, I cannot say I have walked through every trap to test each of them out) seem to be able to do near 100 points of damage on a failed save or 50 points on a successful reflex save. While there could be an argument  made that the traps in this area are easy to see/have a low dc to survive (for some classes), there are a couple things to keep in mind. First of which is that this is a level 2 -7 quest and  generally that means most pcs have no chance to survive if they fail to meet the reflex save since most pcs will not have 100 hp prior to level 9. Secondly, given efu is an online game players can lag or misclick onto a trap even if it is spotted out generally kill them off.[/hide]

[hide]Increasing the reward (and maybe the risk): While dying to these traps is definitely frustrating I personally do not think the traps are the issue with this area. Efu is all about "Risk and reward" so a room filled with killer traps doesn't seem out of line for what this server is, but the reward doesn't seem to match the risk posed by this room for pcs. I believe that the reward should be increased so players are more willing to take the risk of losing a massive amount of xp to instant killer traps rather than having a general belief that this room just isn't worth the risk. However, if the reward is to be increased, I would also suggest making the mini boss of this room a little stronger so more players will have to enter this room to secure the reward. [/hide]
#16
Suggestions / Weekly Seams
August 04, 2020, 09:38:15 PM
I propose making seams change weekly rather than by the reset. Doing this would give players who are generally busier than others the time they need to find seams and quest around them. While one could argue this will give players more time easier farming, that could be solved by reducing quest rewards.
#17
Suggestions / Burgage starter quest suggestions
August 03, 2020, 04:38:54 PM
This post refers to the starter quest where the player is tasked with entering the local lord's basement. I can't remember the name of said quest, so apologies for the vague description.

Suggestions:
Make the dagger found in the basement already identified. Not everyone takes lore, and those who cannot identify the dagger have no real way to kill the creature within without significant brute force.

Reduce the dc from searching the piles near the end from high 27's to something closer to what most people around level 3 can achieve. With such a high dc, starting at the Burgage potentially leaves players without healing, especially if they have to rely on slowly killing the creature within with brute force. 
#18
Suggestions / Adding danger to the sewers
July 29, 2020, 08:49:42 PM
The sewers  seem safer to be in than the commons.  This is ironic because you would assume the sewers would be home to monstrosities that enjoy the dark and filthy halls, but I'd sooner dive into the sewers than walk across the commons without wards or invisibility vials.  At worst, you may run into a gang or spiders, but your more likely to see rats and stink beetles, the former of which are almost never hostile until attacked.

Suggestion:
- Add new creature (Rare spawn in drips floor level: 1. Common in lower drip areas): were-rat mage and hunter.
- Add bounty for were-rat tails

This would make going into the drips a little more risky and would give higher level pcs something challenging to hunt. Additonally, adding an item to allow rogues, fighters, monks, ect.. the ability to hunt rats without having to worry about being swarmed would be welcome. As it stands, only classes that have access to dr or AE can hunt rats with little worry about death, all other classes have to worry about being swarmed by rats when trying to solo drips. Also, making it easier to divy out rat tails would be nice. If people do group up for rat hunting, its a real pain to have to keep track of how many tails each person gets and then moving each indiviudal tail into the barter window.
#19
Bug Reports / Toy invasion
July 17, 2020, 03:36:39 AM
Once I entered the area the Gammas' were already escaping; I got one attack round in before the quest ended.
#20
Suggestions / Add all instruments to starter shop
April 14, 2020, 10:48:14 PM
Given the intended use for the starter shop is for people to get equipment from their old life, it would make sense if guitars and other instruments were available at the start.