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Messages - Willfred L. Cadmael II

#1
Suggestions / /c spell_status string formating
May 31, 2021, 12:44:12 PM
"/c spell_status", what a wonderful quality of life command.

However, it's output is a bit verbose. I suggest making it more compact and less redundant. Every entry takes up 2 lines on my client in the in-game console, making visual parsing difficult because of the wall of text that comes.

Current format:

--Spell Affecting---
Spell: Endure Elements, Duration Left:
71650 minutes, 19 seconds

Spell: Bull's Strength, Duration Left: 48 minutes, 20
seconds

Spell: Mage Armor, Duration Left: 1 minutes, 37
seconds

...


Suggested  format:

--Spell Affecting---
Endure Elements, Time Left: >60:00
Bull's Strength, Time Left: 48:20
Mage Armor, Time Left: 1:37
...

(red times for spells with less time remaining than the cooldown of the command. A sort by spell name or time remaining would not go amiss either!)


#2
Suggestions / Find Traps could use some love
May 31, 2021, 12:14:15 PM
I suggest adding the effect of casting Find Traps to nearby non-hostile PCs.  ... or perhaps perception of the trigger areas can be added for nearby non-hostiles directly without them casting it.

Find Traps worked much better with NWN's default party system because other PCs would get to see the trigger areas if I recall correctly. With EfU's eschewing of the Bioware party mechanic the utility of this narrow use-case spell is so small.

#3
There is an item in the shadow theme, it is a pretty decent consumable. Anyway it had its cooldown adjusted from from 0 to 1000 hours recently presumably for balance.

... Some cooldown makes sense, but 6 weeks of cooldown is silly overshoot. I suggest days, or perhaps 1 week.

The theme ingredient drop rate can be dialed down a bit too. It seems to drop  often Mongrelwood Orcs, one of the most commonly run quests (the shamans there can drop it ).  The crafting DC could stand to be increased too.
#4
I would rather they stack and remain 0.5lbs than reduce their weight (if only one change were made).  ...Anything that helps tame the awful Tetris of inventory management.

They seem like they could be replaced with just regular potions to me!
#5
I do not see much of a balance case for making the perks fired off more often. The flavor / flare purpose of the perks seems well served to me. Remember, the once-per-day abilities are usually just one of several mechanical changes the perk grants.
#6
Suggestions / Re: Prestige wage for retainers
May 04, 2021, 06:47:45 PM
Quote from: SamB123 on May 04, 2021, 03:43:36 PM
Quote from: Willfred L. Cadmael II on May 04, 2021, 01:43:21 PM
How about Sunpurse retainers winning the gifts to deny them to those leal servants of the King as reason? ... or just proving their prowess?
Errrrmmmmm, why? That validates the idea of the King's Gifts.

Oh! Denying your competitors something they value.  Let's call it spite?
#7
The ring challenges are usually designed to not require a DM. It sounds like your group made a decision to go further instead of waiting for or helping that new PC to catch up. This is faced by many ring running groups, all time zones!

... 92 was made significantly easier to initiate, but it still requires teamwork.
#8
Suggestions / Re: Prestige wage for retainers
May 04, 2021, 01:43:21 PM
QuoteHonestly, the gifts and the dispensary no longer even make sense.

Why would Sunpurse or Orza, who at least publicly, support the Count want the scraps of the King's table, if it wasn't for the fact that folks need prestige to buy house gear? It keeps setting a weird tone, such that my Sunpurse character typically refuses to participate and demean himself by taking the half-rotten food and whatever else.  :P
And why is the King's Court dropping the gifts, except to mock the Count? (That's probably exactly it.)

How about Sunpurse retainers winning the gifts to deny them to those leal servants of the King as reason? ... or just proving their prowess?