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Messages - Poolson

#151
It wasn't glory that drove him to death, but fulfillment of a blood oath, no matter how steep the cost. The rest is up to those who still live.

Grunskogal was a throwaway I made to feel out the new chapter. I had no intentions of playing a Barbarian and thought 'man, 8 charisma, this is going to s u c k.', but it turned out that being a disgusting, fat old man with 8 charisma was way more enjoyable than I thought. Also, having caveman strength made a lot of encounters easier.

His friends were many, his frien-emies were many and his genuine enemies did not outlast him. His encounters were well remembered and cherished, and the experiences he had were enough to satisfy the end of a lifetime.

In the end, I think he played out exactly how I imagined him; the aging viking from "The Saga of Biorn", from start to nearly finish.
Below are a collection of screenshots. All of which are in no particular order and vary on significance but they're what I have.
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#152
Can confirm this issue is still in the game.

I can also confirm that this is not the only 'Among the Clouds' area where the grappling gun/hook feature is bugged. In the Air Wolf Temple, you can set a climbing rope, but even if you succeed the check, you will still not be transitioned up to the location where the rope was dropped.

In a place that is highly lethal as that place, where danger is constant and your climbing DCs will be horrendous, that rope may be one character's saving grace and without it, death is all but certain. It may be prudent to install temporary transition bubbles until a fix is found.
#153
It's a no man's land and there really isn't any NPCs in circulation who'd enforce fair play in a squabble as mad-dash as fighting over the King's table scraps.

That all said, I think the current environment of the dispensary is good. People can't just scoop it up and run off without being seen, the rewards from it are nice but nowhere near worth drinking potions and fighting to the death over. as well as there's so many participants that most bandits aren't going to leave their calling card for /everyone/ to see and make a ton of enemies all at once.

Well wishing and maintaining good relations leads to people that don't feel inclined to go through your bag, or people who'll protect you against kidnappers and dry looters.
#154
On the 25th of this month. Around noon on Pacific Standard.
#155
God bless Donchadh, the one true dumpster diver.

He had a good run and I think an even better victory lap.
#156
As the title says, we've observed a horrible bug in which, if you have belongings in that market box and let someone else rent it, all items can vanish from the box, including the 'loot all' button.

We experienced this on Grunskogal Skovald (Pool) and Dagna Alestorm (SovietGrowlithe).
#157
The Red Mushrooms that can be found in specific seam locations (I can show my homework in PMs, if wanted) can be destroyed from a distance with ranged weapons, but even after you destroy them, there is still triggers activating that fire their dangerous attack repeatedly.
#158
As the title says, this suit of armor does not expand to fit the phenotype of the wearer anywhere other than the torso, giving a comical appearance of the character looking like a walking meatball.

It's not something that requires immediate correction and is a cosmetic problem at most, though I thought I'd bring it forward.
#159
Suggestions / Re: Make Trouble in the Mines max 7
February 18, 2019, 11:03:58 AM
Also not in favor of this one. Seam quests are pleasant content in which characters of all levels can partake in together. Just the same, it's one of the few pieces of content higher level characters can partake in. The difficulty is adequate for the reward it provides, without specifics, so as to not suggest the difficulty (or possible lack thereof), as well as any perils that are essential and part of the quest.
#160
Oh, crap. I didn't even see them. That's my bad, buddy.
#161
I noticed while out and about with a party today, the quests required to open Ring 94 were level locked between 3-7.

I realized that this could throw a wrench in the plans of characters above that level range if they attempted to partake in a questline of plot importance.

Could the level range of those quests be increased to 3-10? Their difficulty permits the even-level play of the quest without it being lopsided by equipped and experienced characters.
#162
Bug Reports / Re: Plane of Air - Uncharted Isles quest.
February 03, 2019, 02:28:11 AM
I gave this a test, now that I've gotten the chance.

This unfortunately is still a bug!
#163
Bug Reports / Plane of Air - Uncharted Isles quest.
January 25, 2019, 11:27:23 AM
When you take the airship off to the Uncharted Isles quest, you'll end up at the location to grab the quest as intended but the quest bubble neither puts you in the quest, or the people with you. If you take the quest, you're given the quest sharing doll which you can use to add others to the quest but not yourself. When you do this, you complete the quest and turn it in, a warning message saying that another party member already closed the quest, skipping the reward, will rise.

Also, when you use the prompt to descend onto the uncharted isle, you can end up in a different location each time you return and go back.

This was experienced in a party of;

A level 6 Barbarian
A level 5 Fighter
A level 5 Rogue
A level 3 Monk.

This can be easily replicated and has been experienced twice thus far.
#164
When the Bloodbread quest is taken on Ring 98, if you bring the maximum of 8 characters, the Chanter NPCs who spawn upwards of 10 to 15 ghosts really multiply by a number most would consider much. The figure I just gave is not a solid number. I couldn't count given the sheer quantity of them, nor could I tell which spawn belonged to who.

The Chanters in particular spawn quite a heavy number of ghosts before combat even begins. Approaching the quest area, my frames dropped to a crumbling number of the single digits from the number of them all. The ratio between regular units and the Chanter is 2:1, in the regular's favor, rather than 3:1, or beyond.

This was observed from a full party consisting of:

One level 6 Barbarian
Three level 5 Fighters
One level 4 Fighter
One Level 4 Ranger
One level 5 Bard
One level 5 Rogue

On the 24th of January. I cannot name the exact module map as I'm now locked out of that quest until next reset but I am willing to give it further tries.

The quest 'is' completable, if you adhere to a certain group loadout (of which I'm not sure if that enters spoiler territory that might not be okay discussing on an open forum. I will PM it or bring it up in a Discord conversation, if you want finer details), but it'd be ideal if either the Chanter had a reduced number of ghosts he could summon, or there were a reduced number of Chanters in the quest. Around the mid-way mark where the gold and whatnot resides, there was about a grand total of 40 ghosts waiting for us before we even engaged the Chanters (roughly. Again, I couldn't get an exact count, my frames were in the single digits from their massive number, nor could I tell which ghost belonged to which Chanter) and almost annihilated our party from their number alone. Given the barricades that separated us from them and our distance, before they had even detected us, they were at full strength and in abundance.