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Messages - Crump

#1
Bug Reports /
November 08, 2016, 04:53:08 PM
Quote from: Tala;n669137First I hear about it in a long time. Anyone else encountered problems lately with summons?

The Summon 3 from the Illusion Theme (Trickster Demon) has similar problems. It is unable to attack some enemies. It will switch from range to melee weapon, move to about 5m away from the monster and do nothing. Voice commands and the control companion player tool don't help. The only way to get them to attack is to order them to move right next to the enemy and maybe an AOO will trigger it into attacking.

I haven't figured out what the underlying cause is. It happens with Rock Worms, Oozes and some goblins. Other summons from the theme have no problem against the same enemies. I thought it was some glitch related to skinned monsters but it happened with goblins as well so I have no clue.
#2
Suggestions /
October 16, 2016, 06:51:05 PM
Fire Domain: Add Combust (2) and Fireball (3)
#3
Suggestions / Persistant Barricades + Signs
October 11, 2016, 04:15:33 PM
Would it be possible to make spiked barricades and custom signs persist between resets until they are destroyed by a character? There are a few placeable objects that already do this so it seems like the capability is there. It would be nice to be able to set up checkpoints or little forts out in the wild, provided you were willing to carry the 80lb barricades, or to put up signs claiming territory, announcing bounties and warning away trespassers.
#4
Suggestions /
July 04, 2014, 04:09:34 PM
Make different types of animatron parts, some worth more money than others. The high GP ones could only spawn in quests/chests with level caps on them or something, others could be salvaged from animatron corpses with engineering, metalworking or search.
#5
General Discussion /
April 16, 2014, 05:57:23 PM
My main complaint with trials is that the person being tried, who has the most to lose, has the least amount of involvement and roleplay in the entire process. Sometimes they don't even get time to speak with the person being appointed to their defense. Spectators don't have to come, and can leave if they aren't enjoying the process, but the victim is generally forced to just sit there for 30m to 2 hours or whatever just casually emoting staring at the mirrors or whatever.

I would like a process that involves the accused a bit more than as a prop piece.
#6
General Discussion /
April 16, 2014, 01:05:50 AM
Sure I'll give this a shot.

Here's Tegwyr.
https://www.youtube.com/watch?v=YrRhnaFaBsA

Am I doing this right?
#7
General Discussion /
April 02, 2014, 01:38:33 AM
Tegwyr Spiritsinger
#8
Bug Reports /
March 05, 2014, 08:38:26 PM
Yeah, I wasn't sure about the player corpse targetting, I just happened to try it when I found some dead player corpses in the hardcore prelude.

So the main bug seems to be can't target a location - only objects, and failures subtract from the uses/day.
#9
Bug Reports /
December 25, 2013, 05:01:16 AM
I think the Prophecy quest is setting the entire elf npc faction hostile towards the player. I can't really test until the server resets.
#10
Screen Shots & Obituaries /
November 16, 2013, 07:37:28 AM
#11
Suggestions /
September 16, 2013, 08:30:09 PM
permanent 50% concealment instead of permanent invis would probably be more fair and still keeping in the spirit of the bloodline.
#12
Suggestions /
August 20, 2013, 12:06:06 AM
One change I would like to see is if the falling damage was based on how much you failed the check by. Then failing because you rolled a 1 with +20 to your roll vs a dc7 or getting 2 points shy of the total won't wack you with 18dmg.
#13
Bug Reports /
August 16, 2013, 04:29:58 PM
It was only a matter of time before this was caught.

I hope whoever was abusing it wasn't doing it on porpoise.
#14
Suggestions /
July 22, 2013, 06:00:41 PM
I like the idea of the level drain, making ghosts a pretty terrifying enemy to fight in general. But I also agree that the jump in danger from the first section to the optional section is pretty extreme and deadly to people running it for the first time. After the first time you know what to expect and can better deal with it.

Maybe tweak it a bit so you face a lone ghost in the first corridor, just so you get an idea of what you'll be facing if you want to proceed onwards through the optional section?

Maybe also tweak the ghosts so they drain 1 level per hit instead of 2?

Also there are ways to remove the level drain in town, just keep looking around.
#15
Bug Reports /
July 18, 2013, 03:06:46 PM
I had this happen as well, didn't report it because I wasn't sure if it was a glitch I caused by moving too soon after untying it and canceling the actions or something else, and nobody else seemed to have the problem. It was a rope given to me by a new character, so I think that it is ropes purchased in the start area or in the trade hall. I will have to check with the player to be sure.