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Messages - DYBIL

#1
Bug Reports / Re: Fixing Hitboxes
August 17, 2020, 03:02:33 PM
Ducks have enormous collision boxes compared to their model. Sometimes they can spawn in the Old Willow Ways and completely block pathing on the bridges.
#2
Bug Reports / Re: 95 - swamps - further
August 17, 2020, 03:00:59 PM
Did anyone try unequipping and re-equipping their armor?
#3
Suggestions / Re: Bring Healing to Parity
August 08, 2020, 06:01:52 PM
bump
#4
Suggestions / Re: Bring Healing to Parity
November 24, 2019, 02:05:22 AM
Or at the very least make this change only to Cure Moderate Wounds while leaving Cure Serious/Critical as they are so that Cure Moderate always heals at least as much as Cure Light.
#5
Suggestions / Bring Healing to Parity
November 24, 2019, 01:50:34 AM
Referencing this change:
Cure Light Wounds
Now heals 4 + 1d4 + 1 per caster level. This way, it will always be more effective than cure minor wounds.

I suggest bringing the other healing spells in line with ensuring they are always at least better than the previous tier of healing spell.

In the formulas below I will be using the CL found on the most common healing items (Ash and 'Standard' Potions) as the baseline for these calculations.

Current
[hide]
Cure Minor Wounds
4

Cure Light Wounds
4+1d4+2
Minimum: 7
Maximum: 10
Average: 8.5

Cure Moderate Wounds
2d8+3
Minimum: 5
Maximum: 19
Average: 12

Cure Serious Wounds
3d8+5
Minimum: 8
Maximum: 29
Average: 18.5

Cure Critical Wounds
4d8+7
Minimum: 11
Maximum: 39
Average: 25[/hide]

All of this looks fine, except it is actually possible for Cure Moderate Wounds to heal less than Cure Light Wounds.

Proposed Change
[hide]
Cure Minor Wounds
4

Cure Light Wounds
4+1d4+2
Minimum: 7
Maximum: 10
Average: 8.5

Cure Moderate Wounds
4d4+3
Minimum: 7
Maximum: 19
Average: 13

Cure Serious Wounds
6d4+5
Minimum: 11
Maximum: 29
Average: 20

Cure Critical Wounds
8d4+7
Minimum: 15
Maximum: 39
Average: 27[/hide]

Simply stated, I am proposing Cure Moderate, Serious, and Critical Wounds also use d4 rolls instead of their vanilla d8.

Comparison (Vanilla numbers are bolded in parenthesis)
[hide]
Cure Minor Wounds
4

Cure Light Wounds
Minimum: 7
Maximum: 10
Average: 8.5

Cure Moderate Wounds
Minimum: 7 ( 5 )
Maximum: 19
Average: 13 ( 12 )

Cure Serious Wounds
Minimum: 11 ( 8 )
Maximum: 29
Average: 20 ( 18.5 )

Cure Critical Wounds
Minimum: 15 ( 11 )
Maximum: 39
Average: 27 ( 25 )[/hide]

The maximum amount healed remains unchanged from vanilla formulas. The minimum amount and average amount healed are marginally increased. I feel like this would be an appreciated quality of life change that although is an overall slight buff to healing, does not significantly impact the power scale.

Edit: Off by 1
#6
Bug Reports / Re: Fixing Hitboxes
November 14, 2019, 06:01:56 AM
Wagons in general
#7
Suggestions / Re: Ring 94 Pillar
November 12, 2019, 12:10:01 AM
[hide][/hide]

QuoteHere came the Voyagers of the Veil, prospectors ever in search of unveiling the mysteries of the planes.

Rhelgar Guilhouf
Maerdelain Felgotrim
Kethryl Arishaul
Ragick Grumblechest
Natasha Robinson
Samantha Cassady
Aaravos Ravathyra
Darcassan Laldat
#8
After one group has completed the quest, nothing spawns for following group(s).

After abandoning the quest, it remains in the journal along with the invite tool remaining in the player's inventory.
#9
It's not complete immunity, it's like 20/- or something.
#10
Bug Reports / Re: EE causing chest
September 29, 2019, 07:59:50 PM
I sent my dmp over to Symphony and he mentioned this issue is likely due to some old loot from old haks that are no longer in the current haks.
#11
General Discussion / Re: EFUPW Wiki Discussion
September 28, 2019, 08:56:25 PM
Quote from: SunrypeSlim on September 28, 2019, 06:40:31 PM
https://wiki.efupw.com/index.php?title=Animal_Companions

Would it be possible to list base NWN Companions and their EFU replacements, if this is still relevant?

Please and thank you, you're all doing an excellent job as always!

EfU uses a custom animal companion system that involves taming wild creatures. It is explained on the Druid and ranger pages but the individual page has not been written up yet.
#12
Bug Reports / White Stag Beetle
June 25, 2019, 10:35:38 PM
Drops no loot
#13
I suspect that all (or most) totems work fine on a server reset, but after they are destroyed the subsequent totems that respawn aren't respawning with the script(s) active.
#14
Suggestions / Re: Bandit Balancing
February 11, 2019, 06:56:02 PM
I've seen them in the Scraggleways and 98, but never in 99. Sometimes the best solution to some encounters in EfU is to just run away. The "New Player Tips" thing that was in the new character area of v4 even had a tip that said something exactly to this effect.
#15
There would be even less content for people to do at level 8 if all the v4 quests were set back to their original level caps, as those quests were not designed to be 10 cap. That they are 10 cap at all was a stroke of grace during the last couple weeks of v4. That they are still 10 cap is likely an oversight.

EFU has always had a content wall where once you're high level, you have very few quests left available to you. It just happens that CoR's content wall appears to be level 8 with the current content you've found available to you.

Quote from: Howlando on February 04, 2019, 09:06:52 PM
I also want to clarify, that I don't mind if a degree is aid is offered to PCs for Rings 100-95, but that the experience of getting a Key to get past Ring 95 into Ring 94 is intended as quite a major challenge and that you must absolutely not discuss  ooc anything beyond there.

EFU is effectively a level 10 cap server. Beyond that requires an approved application for level 11+. Rings 99-95 are essentially the "starter zone" and the real journey begins once you've overcome the first challenge of getting to Ring 94. If anything, I'd argue the level progression is too fast when people are getting to 8 within the first couple weeks and burning out. But with this philosophy in mind, does it make sense for PCs to be pushing Level 9 on a 10 cap server when they haven't even, or just barely got past the first challenge? I'd say the answer is no.

Also, we should not expect every Ring to be a new "Quest Hub". Howlando has stated as much in some things he's posted about the Rings either on the forums or on Discord.

Personally, I'd rather see new content than see quest caps upped so people can keep running the same quests to death.

And with the new builder's module released, players are encouraged to contribute new content for EFU. For a new player like me, a lot of the quests in v5 are brand new content. For many veterans, they are familiar quests from previous chapters.

You can find the builder's module here: https://www.efupw.com/forums/index.php?topic=691649.0

Information about building for EFU here: https://www.efupw.com/forums/index.php?topic=689951.0

Content consumption will always vastly outpace content creation and honestly I think v5 just isn't ready to have level 9's and 10's running around.