EFUPW Forums

Main Forums => General Discussion => Topic started by: ShadowCharlatan on February 07, 2015, 08:32:37 AM

Title: Listening Tour...
Post by: ShadowCharlatan on February 07, 2015, 08:32:37 AM
This post's original content has been deleted.
Title:
Post by: VanillaPudding on February 07, 2015, 09:29:57 AM
http://www.efupw.com/forums/showthread.php?t=98316
Title:
Post by: Kinslayer988 on February 07, 2015, 10:49:15 AM
Hi again SC. There are many things to be said about EFU mechanically and plot-wise.

Mechanically EFU sports some of the most scrawling and amazing mechanics found not on NWN but video games in general. We now have animal taming, IG faction recruitment/wages/advancement, amazing perks, and a huge crafting system.

But the thing about all of the mechanical advancements is that we will not be able to enjoy them to their fullest if there are no EFU plots, storylines, and quests to experience them with. In the end it is not mechanics and cool haks that bring people to a server but the events, conflicts, themes, areas, and character interactions that bring out EFU and make it popular.

Priorities:
1) DM involvement with DM Factions and Associations. This means more NPC possessions, backing on the big plots between factions, possessing the Directors far more often, and having a willingness of NPCs to actually work with the characters when they act instead of staying in the faction HQ doing whatever they do in their office or patch of dirt.

2) Open Gossip Thread plot-hooks. Drawing inspiration from RwG's thread on plotlines, I would appreciate more DM activity on the announcements/gossip thread on basic mundane things. Just describing how the city is going. "Many would notice the Sanctuary around them bustling with activity. Todark was abuzz with news of the Sanctuary Wolves being beaten in their patrols... and Ordersman known as Saul Faerstine has been causing some trouble in the Lower Ward trying to create his own branch of crusade... The Spellguard have been desperately searching for star maps and are recruiting..." which would give DM endorsement of these factions, players, and plotlines that have formed by the players. It is a sad truth that there a strong difference when a DM endorses or mentions something than when a player does.

3) Event Calendar. It would be absolutely wonderful for players and DMs alike to create a calendar of events for collaboration and organization. Say you want to hold a DM Quest to continue a plot as a DM? A player wanting to show their masterpiece play, a planned raid on Upper Sanctuary, a Targus Arena event, or simple BOM/CALC fun madness. This would make things much easier and provide some expectations if DMs and players are into that.

4) Treasure dungeon public quests. A content light system with some influence or no influence of the plot of the server. Imagine a great crypt in the Lowerdark which can be opened with a large amount of easily acquired magic rocks. Inside you find non-respawning masses of undead, but the strongest you have ever seen. Riddles and puzzles actually scripted into the Crypt. A confusing dungeon to come through and requires preparations and some knowledge beforehand. Imagine you are playing a mercenary that wants to explore the Crypt and take whatever is within. You try to create a great mercenary company to prepare for this, but what is this!?

A cabal of necromancer PCs are trying to open it too and use the dead! The necromancers greatly overpower you so now you are forced to aid the church or Spellguard in return for their aid against the Necromancers. But what is this? A gang of thieves from Lower have found the crypt and want a piece of it too! Turns out you had turn-coats in your rank and that they want the gold too. The three parties fight until eventually you and your party succeeds into the end. And find a treasure consisting of around 20,000 coin and some powerful 1/day gear to be split amongst the group.

Not only did you just score a mighty amount of mechanical bonuses but you have pissed off the necromatic cabal, created some turn-coats, and made enemies of Lowersmen. And if you are a wizard and sucked up the Spellguard, earn a recommendation.

5)Promote conflict with the Society of the Ordered Mind. I cannot stress this enough. One thing that has haunted this chapter is that the factions do not fluently change or fluctuate. Creating a state of stagnation where many players have grown bored of the Watch and Spellguard and has led them to want to leave underdark. With Sanctuary having a very strong base as the original chapter, the factions do not change and have remained stable. However I would be keen to see more change in ideals for factions and new plotlines to be explored. An example of some changes and conflict in the Society was Saul's exile and rather chaotic way of doing things compared to other members. He was shunned but I saw he had his own cabal of workers in Lower causing problems with Lowersmen and Uppersmen. A salute to Zango for his work on that and it brought some conflict and new plots.

I have mentioned the factions in general but have singled out the Society. The Society is different from the Watchers or Spellguard because their main focus is NPC based. The Dread Empire are NPCs thus conflict is more or less limited to striking the Illithid with a DM and making the hugely VILLIFIED grain contract plotline. I love the goal of the Society to be focused on the mind and on great good zeal unlike the other factions but I don't see it being shown well enough. They have proven their champions are far more lawful neutral and the way it has been played is more as a lawful neutral instead of goodly crusaders fighting the Dread to save us. A new enemy or thralls to actively pursue would change some things so I encourage DMs and players mostly to take a look into that sector.

6. Make crafting worthy again. Not sure if any of you expected this from me but I am a fan of the crafting system. I like it because it keeps PCs on in the dry hours, and gets them outside the main hub. Alchemists can't succeed well in Upper if they don't go outside to gather their reagents!

7. Be inclusive. When there are new characters avidly looking to figure out what a mysterious sending is or trying to go on that DM quest or go into that big PC meeting to discuss what is to be done with Lower, don't kick out the new PCs. Include them, invite them. IG you are showing the little people how to be strong like the big peeps and OOCly you are giving that player a chance to get involved. I have seen countless new players try to get to the thick of EFU only to be denied because their character was too new. (I can understand there are some exemptions)

I am enjoying the supply level as is. I did notice that there is a big trend of certain individuals who hold the highest levels and powers in proportion to the rest of the characters. Coin is a huge influence on this setting and it brings both good things and bad. What I do like is that the coin is at least circulating and meeting with new people. Oomig went from zero to 1,000 on recruiment fees and then 4,000 more on contract which was absolutely valuable to starting up the Wolves and creating some conflict later down the road.

Hope you all enjoyed the read, any questions can be answered via PM on forum or IRC.
Title:
Post by: Vlaid on February 07, 2015, 12:23:24 PM
I only have one request that you haven't already listed in your examples as stuff I'd like to see.

More influence and reaction by NPCs in Sanctuary and around the module in general. Especially on the political side of Sanctuary I think we could definitely use a bit more presence of the NPC powers-that-be letting you know they exist and their opinions matter for more than what they say when you write them a letter.

Other examples such as small groups of commoners upset with the inaction of the Directorate, or maybe as the racial tensions against Elves over the past have slowly continued to rise more anti-elven commoner demonstrations that could spark into riots. These kind of non-event event things do a lot to bring Sanctuary alive and make it feel like a living breathing place.

When you have political rivals but all the political rivals of said people are NPCs that are for the most part scenery it's hard to figure out how to approach the situation. Having those NPCs take a more active and interested role in the direction of Sanctuary would help grease the wheels of conflict.

It shouldn't always be NPCs pushing around players but having a majority of people in one political guild or another active shouldn't be a case for free reign because the NPCs just aren't saying, doing or reacting to what's going on.

Or for that matter use existing NPCs in significant positions of power to offer up small/medium sized plots that are risky but offer potentially great rewards (or the knowledge of being owed a huge favor by someone in high authority).
Title:
Post by: granny on February 07, 2015, 12:37:12 PM
OH, oh oh oh oh!!!!! I cannot believe! Finally the day of my wish list comes! I am so excited!

First of all: DISEASES! For long they have been one of the most fun stuff of EFU to me because they allow you to do awesome stuff without bothering DMs that much. Yet, they would be even more awesome with some tweaking. Here  (//%22http://www.efupw.com/forums/showthread.php?t=88817%22)is a thread on the several matters we have discussed in the past.

Then, CURSES!!!! It would be neat to be able to curse stuff other than gear too, like doors, chests and other inanimate stuff, trap style. Also, the different kinds of curses could have some different visual effect on the victim. People usually only notice the stats change without RP related to it.

QuoteYou try to create a great mercenary company to prepare for this, but what is this!?

A cabal of necromancer PCs are trying to open it too and use the dead! The necromancers greatly overpower you so now you are forced to aid the church or Spellguard in return for their aid against the Necromancers. But what is this? A gang of thieves from Lower have found the crypt and want a piece of it too! Turns out you had turn-coats in your rank and that they want the gold too. The three parties fight until eventually you and your party succeeds into the end.

Kinslayer's suggestion on having multiple party quests is neat too. I remember of similar stuff in EFU:M and I guess it was kinda fun, if a bit chaotic. Depending on how it is organized, it can even (maybe) diminish lag by dissolving the groups of players to different portions of the server.
Title:
Post by: Damien on February 07, 2015, 01:05:03 PM
Buff the end exp for low level quest, and hardcore prelude. Make sets more visible, by the time you find some it's already weaker than your dm loot. Pretty much everything you mentioned.

Also I'm glad you're dming again.
Title:
Post by: Spiffy Has on February 07, 2015, 01:33:33 PM
An optional way for players to attain high levels that doesn't involve questing or dms watching over their shoulders 24/7. Like say, at level 6, they can select an option that gives them an XP wage, but removes their ability to gain XP from quests (much like Myconids!). This will permit individuals, like merchants, politicians, etc... who have little reason to quest to do so for supplies, but their presence and role play still benefits them level wise.

The level 8 perks for rogues are considerable, and non-questing concepts like Politician/Merchant Lord often means they rely entirely on DM xp for that final push into level 8dom.
Title:
Post by: Grotesque on February 07, 2015, 02:24:45 PM
The Machine. I find myself deeply appreciative of its puzzles (Entstehung, Access Ways), but these feel very antiquated by now. The Machine is largely composed of EFU1 remnants and it'd be nice with some fresher things. Things like previously restricted, dangerous sections coming into play with Mystryl's influence.

It is by far my favorite aspect of EFU, and I'd love any additions that emphasize its vastness and the dangers of braving its labyrinthine ways. Proportionally greater risks and rewards would be a big plus. More mazes, more dangers beyond the hostile NPCs - maybe electric pylons that randomly flare active and proceed to purge any non-constructs in certain sections. I want it to be more unpredictable, deadly and littered with secrets.
Title:
Post by: Kinslayer988 on February 07, 2015, 04:05:37 PM
Quote from: Vlaid;424383I only have one request that you haven't already listed in your examples as stuff I'd like to see.

More influence and reaction by NPCs in Sanctuary and around the module in general. Especially on the political side of Sanctuary I think we could definitely use a bit more presence of the NPC powers-that-be letting you know they exist and their opinions matter for more than what they say when you write them a letter.

Other examples such as small groups of commoners upset with the inaction of the Directorate, or maybe as the racial tensions against Elves over the past have slowly continued to rise more anti-elven commoner demonstrations that could spark into riots. These kind of non-event event things do a lot to bring Sanctuary alive and make it feel like a living breathing place.

When you have political rivals but all the political rivals of said people are NPCs that are for the most part scenery it's hard to figure out how to approach the situation. Having those NPCs take a more active and interested role in the direction of Sanctuary would help grease the wheels of conflict.

It shouldn't always be NPCs pushing around players but having a majority of people in one political guild or another active shouldn't be a case for free reign because the NPCs just aren't saying, doing or reacting to what's going on.

Or for that matter use existing NPCs in significant positions of power to offer up small/medium sized plots that are risky but offer potentially great rewards (or the knowledge of being owed a huge favor by someone in high authority).

Yes this too absolutely!
Title:
Post by: Random_White_Guy on February 07, 2015, 04:35:31 PM
Character Advancement Bonus. Bump it to level 6 or level 8. For every PC. Having played a Myconid I cannot say how refreshing it was to be able to interact with EFU in such a capacity as allowing a gradual XP flow for time put into the server.

DMs can't be everywhere and this allows PCs who are pushing things to still be rewarded without the nessecity of direct DM intervention.

This means that PCs who are doing things would get RP XP for things such as:

[indent]Banditry
Political schemes and actions
Merchant dealings
Expoloration of the Wilds
Antagonistic workings
Scholarly pursuits
Spying for PCs on other PCs[/indent]

And there's more. Gladiator type PCs who just fight in the arena and similar could flourish with an advancement of the CAB. DMs can't be everywhere and PCs throw a lot of time into this server.

Promoting non-traditional EXP gain would allow people to pursue other avenues of RP and enterprise without being leaps and bounds behind the rest of the game.

People always say "YEAH BUT PEOPLE WOULD ABUSE IT" except people abuse every system. I'd rather have cool PCs getting levels to survive the ganksquad over the PCs who typically tend to acquire higher levels outright. There is such a culture of "Yeah that's a cool idea, we can talk about that later after we see to those Umberhulks" and similar in EFU because it is such an XP driven server.

I can tell you first hand trying to get people to explore the far ends of server is quickly overshadowed when someone mentions Spiders. "Oh, yeah that sounds cool but we should see to those Spiders first it sounds a far bigger threat".

An XP tick isn't that much and if people are online long enough for such to kick in then it's more likely than not they're up to something anyway. With the death rate on EFU it's not like we'd be inundated with 50,000 level 8 PCs and there is still the low level experience that so many people crave in a D&D environment.
Title:
Post by: PanamaLane on February 08, 2015, 03:25:08 PM
I'd like to see some kind of time based advancement system that does not function on xp, but instead gives points which could be spent through the crafting menu on different minor, permeant buffs. Would be a system to encourage players to actually spend time IG, as well as take some of the sting out of death a little, cause if you stick it out and don't quit the character, in a few more hours IG, you can spend a point on x or y or even z.

I have a lot more specific ideas surrounding this system and if its desirable, ask me about them.
Title:
Post by: OuterSanctum on February 08, 2015, 03:43:22 PM
QuoteAn optional way for players to attain high levels that doesn't involve questing or dms watching over their shoulders 24/7.

This would indeed be wonderful.

Also, at the risk of making suggestions that are self-beneficial, some of the nerfs to the alchemy/herbalism system have been a bit too great.  A lot of items are not that powerful and have 1 week cooldowns, on top of being incredibly dangerous to make.  Some items weigh 5-10 pounds and therefore cannot be realistically used (on top of their dangerousness and cooldown).  Many items are usable by sorc/wizard only which -hardly- makes sense when a non-wizard/sorc is the one crafting the item.

I don't mind the long cooldowns to prevent mass-production/abuse of powerful items.  It is rather disappointing, however, when I risk death/perm, use expensive ingredients, and wind up with an item that casts a meh spell once on a one-week cooldown that I can't even use.  

The alchemy/herbalism system is one of the greatest on EfU.  Neverwinter Nights is 12 years old now.  I'm fairly sure many of us have played every class and dozens of interesting concepts over the years.  Custom systems and kits like EfU has is one of the things that keeps the game fresh and awesome.
Title:
Post by: glutenfree on February 09, 2015, 09:37:57 PM
Give factions more thematic quirks.  They don't necessarily need to be mechanically advantageous, just small perks that bring out the theme of a faction.

For example:
The Society could have a kennel of aberrant sniffing beetles that can be acquired for favor points.  

The Frontier Division of the Watchers could have "Waycant".  An 'X' number of times per rest they can make a mark in an area embedded with a message.  Only other Wayscouts or Watchers would be able to discern what these marks say.  

Watchers of the Defense Division might get the ability to buy reduced priced barricades or perhaps they gain an ability to assemble an "impromptu" barricade once per day, though its integrity being lesser than an ordinary barricade.  

Watchers of the Investigation Division might get access to a few lookout towers placed about Sanctuary with spyglasses they can view through indefinitely.  

Auxiliary of the Engineering School assembling mediocre animatronic companions

Auxiliary of the War School maybe get access to specially bred "war-hounds".
Title:
Post by: Rutergin on February 10, 2015, 11:53:51 PM
I would personally like to see a means to close the gap from level five to level six, because as it currently stands the way to do so is abysmally slow. You have only seven or so quests that cap at five, but when you are level five and doing those quests you barely get any XP or gear that'll help in the future of doing six and above capped quests. I realize that there are ways to get to six without having to do those lower ones, by trailing on higher level quests, but when you're a new character, you're more often than not going to be left behind.

The other way to six is to farm hundreds of rock worms in the pits, which I think is heavily saturated in MMOisation, something that I heard that we were trying to move away from. I just feel as though this is something that should be looked into.

Secondly, another point I would like to bring up is the availability and overall difficulty of most 7-8 capped quests. They are all, with a few exceptions, very easy and simple to repeat on end until you are level 8 or 9, but when you get to 8 or 9, you then move up to very hard / engaging quests that require more attention and seem an actual challenge. The problem I am seeing here is that everyone who is smart would merely do the simple tasks of doing the 7-8 capped quests, hitting 8, and then sitting at that level while doing whatever else they want to.

There should be more challenge in the quests for those levels, because too often there are people engaging in these quests. In EFUM, it seemed that hitting level six was a massive deal, because of how much more difficult it was to get to the higher levels with the quests available. There was more challenge, definitely more ways to die, and in turn, there was much more reward for doing them, with supplies and XP matching its difficulty. Now it seems in EFUR eight is a big deal, one more readily achieved in the simplicity of the quests available to us.

I think the biggest point I am trying to convey here is that EFUR should be more challenging and enticing in the rewards available through quests, with better potions and gear, but more difficulties in getting them, with monsters and other challenges being raised to a higher level. Hitting eight should be a bigger challenge than what it currently is, an achievement that other people on the server can look at you and be like 'Yeah, this guy actually deserves to be at that level,' especially when the server cap is ten.
Title:
Post by: Random_White_Guy on February 11, 2015, 08:32:35 PM
Another thing I thought I'd mention is remove the difference between DM XP and Permanent DM XP. If a DM is giving a PC experience it usually means that something positive has been done to the point where it has gotten the DMs attention, an event beyond the difficulty of the average quest was comleted and similar.

Ever since the systems implementation I always found it frustrating that some XP would be permanent while other XP would just be erased by an unfortunate string of deaths.

Getting Supercrit by an Uber Umber Behemoth or gun down by an Orog Hero Scout with Tue Seeing in the Wilds should not remove the fact that a DM rewarded XP for surviving an event or kicked me a few hundred XP for pushing my PC faction. The same could be said of a Lag-Death resulting in a PC's demise while off anywhere in the module or at a DM event.

The lure of permanent XP may be something that drives people into taking action beyond casual questing grinds and allow Merchant PCs and otherwise to acquire and maintain a level of XP on par with the people who go out and adventure without being left in the dust.

This also encourages PCs to have longer life spans.

People always say EFU's high death penalty "Encouraged people to take death seriously" but frankly I believe our player base is mature enough to handle that sort of thing.

Make all DM XP permanent XP and if a PC Isn't taking death seriously FD and retire their character.
Title:
Post by: Diz-e on February 11, 2015, 11:18:38 PM
Quote from: OuterSanctum;424554Also, at the risk of making suggestions that are self-beneficial, some of the nerfs to the alchemy/herbalism system have been a bit too great.

I agree with this. The system is great as it is, but I believe it could use a more updated review in regard to the resulting product (weights, uses, effects), cool-down times to create them, etc. I might also point out that even though Howland did update the herbalism portion by assigning an Underdark relative (thanks Howl!), there are still at least three fields of herbalism that are only accessible with surface plants (this may be intentional, so to limit it to characters that have access to those plants, but I digress; merely bringing it to mention in case).

RwG's points about advancement are interesting; I would say allow the CAB to level 6, but only for non-hardcore mode PCs (if this is possible).

As far as DM XP goes, I would like to see more permanent xp given overall, though not all xp given by DMs is really a reward for doing something extraordinary. Sometimes, a DM will run a little side adventure or whatever and you're getting an xp reward befitting, similar to going on a scripted quest. It really should be left to the DM's discretion, as always.
Title:
Post by: Random_White_Guy on February 12, 2015, 01:33:45 AM
Valid points, fair enough.
Title:
Post by: VanillaPudding on February 12, 2015, 01:38:27 AM
Quests: I agree with the ideas that support bridging the gap between the "high end" quests and the average server level style quests. It sort of jumps rather instantly from using rather little and earning rather little into needing a good amount of supplies (or highly effective group, which is another topic) in order to not bankrupt yourself or die.

- Increase reward some on the lower content
- Add in (or simply bring back) a couple of "bridge" quests of similar difficulty to old Gnolls
- Expand the high end quest options and/or bring back a few of the old goodies people loved. Coral Cove could easily be adapted to the setting, the old renegade conclave quest to the Spellguard, Trolls, etc. These were well balanced quests that with a little tweaking could be brought right back once more!

Character Advancement bonuses: I also fully support the character advancement bonus being increased, though I think it could be done with some real flavor beyond simply handing it out. A system that rewards a static amount is just great, but add in bonuses for being (non afk) in certain areas such as taverns and other "spawn" points, including bases people can claim / spawn in,so that if people are roleplaying in said areas (as the afk system looks for now) they will be rewarded more than doing so in some open square area or unfrequented place.

Factions - I feel like each and every faction should have one or two scripted things they can do at all times. These things would support their more basic outward goals and baseline agendas and never require a dm. Further, there should be "stages" of these that support all level ranges of a faction. While Watcher beat patrols and Druidic patrols are nice, they're also a bit bland and I think that we can do more than having people walk to invisible objects that never move for little hits of xp. The aberrant heart objective for the Society, however, is more in line of what I'm suggesting for the factions.


Secondly, all DM factions should be supporting the faction xp wage that was once operating rather efficiently. It seems mostly non-functional from what I had seen and may need to be tweaked to support the smaller number of players within said factions. Further, any additional dm factions might benefit from being added / removed from this as they come and go. (Duergar / Orogs when they were around, DIs faction, etc)

Random areas, Special spawns / encounters etc: I've said it many times over but always feel the need to say it again because it is really one of my favorite things. Wandering around the server and finding these things is truly awesome. Patrols are fitting for a vast number of factions in many different areas of the server, and I think that expanding upon the areas in which they spawn, the frequency, the type, and all other aspects should really be at the forefront.

With that, I'd also say that adding a means to "close" out the random areas after they've been completed should also be an option.
Title:
Post by: Pentaxius on February 12, 2015, 02:44:01 AM
QuoteCharacter Advancement bonuses: I also fully support the character advancement bonus being increased, though I think it could be done with some real flavor beyond simply handing it out.

I feel this is a very valid point. Area-based XP over time ticks is a subtle yet effective way to nudge the playerbase into environment conducive to storytelling.

I would add that forum work should be, in my opinion, also rewarded. Writting quality tomes to reflect on a wizard's research, keeping a log book of your experiments, or stirring conflict through some well penned and risky letters should be more rewarding than the evening quest train.

Overall, I think there is too much incentive to engage with static, scripted-content (which is risk-free for a significant portion of the playbase, aside from some rare instances). Now, I'm not saying that scripted-content related rewards should be lowered, as we know this leads to other ills (optimized groups, informal vet gangs etc, decrease in "quest group" conflict RP) - Rather that we should focus on reward activities that correlate with storytelling in non-mechanical contexts.
Title:
Post by: Kinslayer988 on February 12, 2015, 02:52:46 AM
Quote from: Pentaxius;424958I would add that forum work should be, in my opinion, also rewarded. Writting quality tomes to reflect on a wizard's research, keeping a log book of your experiments, or stirring conflict through some well penned and risky letters should be more rewarding than the evening quest train.

I remember being rewarded for work in EFU:A/M for writing some books and plays and would like to see more of this as a person who loves giving back with tomes that are silly, conflicting, and further the server/brings some joy to DMs and players.
Title:
Post by: VanillaPudding on February 12, 2015, 03:09:07 AM
I'll add one thing. Server up-time over the past few months has been slightly absurd. It is consistently hitting 30-40+ hour up-times and it -directly- impacts how many people are playing. Reducing that definitely helps keep player count alive in the night time US hours that lack any dm presence at most times.
Title:
Post by: Knight Of Pentacles on February 12, 2015, 03:32:14 AM
Redo the questing system to allow cooldowns.
Title:
Post by: Pentaxius on February 12, 2015, 06:22:12 PM
I think some of us dread the beginning experience where you need to run all the back and forth errands on behalf of the same NPCs. Now don't get me wrong, It's great to become acquainted with the server at first, and for sure of great value to new players as it introduces key concepts and areas of the setting - but personally I'd rather jump directly into the action and be passed that stage.

On the other hand, suppressing this early game psychological barrier could back fire and cause people to create more alts and increase PC turnover.

That's why a tool could be created to "wand PCs" who have reached a satisfactory closure on their previous PC. This supervisory system would allow to bypass the risk of increased PC turnover while vastly improving the first 5 hours of the EFU experience.

It's also a way to incentivize reaching closure on a PC's story that goes beyond the vague notion of "App Karma" -while- not impacting overall server balance.
Title:
Post by: Blue41 on February 13, 2015, 03:15:57 PM
Journeys to the Lowerdark either go one of two ways, someone described to me- they are bland or utterly terrifying. I think the possibility of what should be the strangest, most alien, most dangerous place in the server ever feeling familiar is one that should be avoided. Adding more explorables- or maybe just upping the frequency of them appearing in the LD, if that can be done, because I'm sure I haven't seen all of them- would go a long way towards adding to that factor of unpredictability. One of the reasons the LD is banned by law is the danger of enthrallment, but the more common occurrence to PC groups traveling there illegally is a TPK on some quest or another. It would be cool if the LD allowed for more opportunities for:

-Alienists, ritualists, cultists, etc. to deepen their understanding of the aberrant- or try to. Whether that comes through forgotten tomes with secrets better left unread, dead aberrations to autopsy or dormant planar rifts just waiting for the right spellcraft roll, players should have the option to experiment. Consequently-

-Provide scripted opportunities to let them make mistakes, and play them out. A player discovers a shallow pool filled with strange, many-eyed tadpoles, fails to catch one, and contracts some form of aberrant parasite. Thralls in service to some power beyond the planes could find the means to contact them, however briefly, through some aberrant scrying focus or portal. Slaying certain aberrant spawns coat your PC in a strange viscous fluid which provokes conflict upon their return to civilization. On that note

-Add more varieties of spawns to the Lowerdark. I love the idea of having the opportunity to fight something different and out of this world every time I go down there.

I think a lot of this could be applied to the Machine as well- I feel like it's seen as a place people go to find baublium (and only then if you possess the right item) or to try their hand at solving That One Puzzle instead of the giant mystery that it is. Maybe it would be cool if, like the mist paths (though not implemented in the same manner of course), there were a few passageways available to take every reset that appeared and disappeared with the shifting of the Machine. They could appear in different locations each time, or be blocked off by debris or unlocked by baublium or something.
Title:
Post by: snot_rocket on February 13, 2015, 11:50:07 PM
I wish faith and gods were a bigger and more important aspect in the server.  It's supposed to be this big mystery but to me I feel the gods are largely ignored.  No one respects most clerics because either they can crush them PvP wise (with this OOC knowledge that they can) and give 0 respect.  In Forgotten Realms the gods are a real true force and fear/respect should be given.
 
Clerics got amulets but were abused greatly and removed.  I wonder if there's another way to boost the respect given to the class.
Title:
Post by: Pigadig on February 14, 2015, 12:15:38 AM
To be fair, the really prominent and lasting clerics tend to get more respect (and/or fear as appropriate).

People rarely respect new PCs until they know what they're capable of, its not restricted to just clerics.
Title:
Post by: xXCrystal_Rose on February 14, 2015, 02:11:45 AM
Underwater!



Also some more thematic stuff for the Lowerdark would be nice. Maybe some actual reason to brave its dangers and the sheer amount of time it takes to get there, time spent there, and to get back. Like Blue said though it can either be a light experience or it will murder you outright. Some more creepyness, alienness and ambiance to sort of set the mood would be fun. Doesn't mean ramping up the deadlyness but just giving some things to do or see to enhance the theme.


Above all else though what is really, really, really needed is DM factions to have active DMs.
Title:
Post by: PanamaLane on February 14, 2015, 03:15:01 AM
QuoteFactions - I feel like each and every faction should have one or two scripted things they can do at all times. These things would support their more basic outward goals and baseline agendas and never require a dm. Further, there should be "stages" of these that support all level ranges of a faction. While Watcher beat patrols and Druidic patrols are nice, they're also a bit bland and I think that we can do more than having people walk to invisible objects that never move for little hits of xp. The aberrant heart objective for the Society, however, is more in line of what I'm suggesting for the factions.

I think something easy that could improve this and would be desirable is if the patrol points spawned in maybe one or two random locations per reset with a larger xp reward for finding them.

If you want to get more complicated with it, add a story to it. Maybe instead of something you click for xp, it is a faction/class/alignment only transition into the scene of a crime, or a dark unnatural ritual, or strange machine occurrence and on and on. I like the idea of word of mouth, with players telling other faction members to go to this place, or alternatively have to actually search around to find it alone.

I actually rarely even walk the watcher beats anymore, kind of just a time sink. I hit the ones I happen to pass.
Title:
Post by: Random_White_Guy on February 16, 2015, 08:33:55 PM
Move the Society to Lower Sanctuary. They can have tentative ties left to the Red Guild by proxy of Gould or similar but honestly I feel the Society as a whole has been this weird  issue with all of EFU:R

Having both played in the faction and fought against it as PCs in opposite factions it just feels like some "Great in theory poor in execution" development of an Anti-Dread faction reviving an age old EFU1 favorite.

1) They're supposed to be an in-shield dissenting presence against the Spellguard but there's been almost nothing in a year in a half coming from that as part of any DM plot.

2) Director Kingsley is one of the most under utilized and vacant NPCs in EFU history. Even the Aberdeen and Caermyn heads (Neither of which ran a DM faction) and the bartender at the Grotto have had more impact and presence. I've seen more DMs possessing and communicating with PCs as Chuckling Bill of the Crone than one of the allegedly most influencial women in Sanctuary, the Head of a DM faction, and a Director.

3) The extent of their potential PC vs PC conflict is almost non-existent. There has been a handful of dissidents away from the norm but through out all of the PCs of EFU:R there's very little reason for anyone to go "Okay let's attack the Society".

I feel wholeheartedly that moving the Faction to Lower and allowing their more zealotous nature flourish, battle with gangs and struggle for influence and territory, raising funds and equipment for the crusade, recruiting amongst the desperate dregs and so much more potential comes from the Society in Lower Sanctuary.

It replaces the void created by the poorly implemented Sojourners and it brings more of a counter-balance to the Upper vs. Lower situation in terms of DM faction presence and influence. It would also remove Society from the crippling yoke of Bureaucracy and giving damn what the Directorate thinks about their battles with the Spellguard or any other threat beyond.

Borderline criminal activities for the greater good against the dread, Witch-Trial having aberrant hunts and burnings in the street, zealous conversions, violent military oppression of Lower Sanctuary and more would just add so much to the server and see Lower ignited further than just "The lawful hoarran minor faction against every group in lower".

Because right now as a PC who has been in the society and tried to battle them in the past it is just this amorphous blob of AMPLE DM INFLUENCE AND REPUTATION but really it just remains this amorphous blob.

I mean to be completely frank the short lived Scrappers faction did more than the Society in the grand scheme of EFU's plots and against the Spellguard.
Title:
Post by: Faux News on February 16, 2015, 09:03:55 PM
I feel like the Society moving to (or even going in Lower in the first place) is a huge continuity error. Are we all just pretending the Society didn't fight on the side of Upper in the Workmill Revolution? Like there isn't a painting of a bunch of Ordinants who were involved in reclaiming Gould's mansion?

I agree that there could be a lot of neat stuff done with them in an 'outside of Sanctuary' environment, but I also don't see your average Lowersmen being chummy with the Society.
Title:
Post by: Kinslayer988 on February 16, 2015, 09:17:20 PM
The Society is really cool, and will likely be what I am playing next/promoting with this in mind.
Title:
Post by: Blue41 on February 16, 2015, 09:32:15 PM
From the conversations I've had with some Ordinant PC's, it seems to me that there is the huge potential for a lot of conflict between the members of the faction themselves and everyone around them that is unfortunately tied to their greatest secret as well as the Ritualist PRC.  The leading NPC members of the factions are split between being for and against this secret and while I don't think everything should come out into the open, I do think the Society would stand to benefit if the signs of this division were made a little more obvious to outsiders. I suspect it doesn't get played out often, or at all, by the PC's of this faction because it's spoiler territory and the benefits of supporting this strange and new thing are more palpable than being against it.

The Society became immensely more interesting to me as a faction when I was allowed a look on the inside and that seems like a problem to me. I feel a few nudges from the DM side could help on this because the natural inclination with any faction secret is to protect it. When these secrets are incredibly interesting and damn near concept creating in themselves, you're shooting yourself in the foot.
Title:
Post by: Random_White_Guy on February 16, 2015, 10:33:59 PM
That's a solid point Blue and one that both the Conclave and Numinous Order suffered from.

Quote from: ShadowCharlatanalternative advancement ideas, more setting lore / plot hooks / story stuff, adjustment of loot/gold/consumable balance, etc. etc. etc. Feel free to suggest what you feel would improve your experience most.

Since there was a fair bit of backlash on my raising the point on IRC I just wanted to voice that it was a suggestion.  In a Faction you can have PvE and non-intrigue and non-strife related PCs completely. The problem though raised is when DMs are also inactive this results in a lot of wheel turning for no gain. My suggestion was more a proposal for a DM effort not a slam on anyone playing a society PC or otherwise.

And yes Moon there were ordinants that aided in the Workmill but Lower is more than just the workmill. The lowersmen do not wish Thralls and the Dread around and there has been PC efforts in lower. There's one presently, as well as KOP's in the past and so on.

PVE as an entire basis of a DM faction is fine so long as a DM is present to facilitate it. When the Numinous Order went so ANTI H'BALA in EFU:M there was plots and efforts my DMs to make the populace of Mistlocke and otherwise get involved in affairs of the priory and etc.

It's rather damn annoying to be blasted by IRC PMs for "Badmouthing" current Society PCs or being told it isn't a DM issue it's a PC issue or otherwise. That wasn't my point at all.

If PCs aren't going to step up then DMs have to, which was the basis of my point. Be it moving them to Lower or more brazen NPC emphasis for pushing back against aberrant actions of Spellguard from current PCs or similar. Bringing Kingsley/Markem to the foreground in ways beyond beating up other faction PCs as has occured thus far in EFU:R.

Otherwise remove the requirement of applications and demote their presence in Upper Sanctuary to an association on par with the Watchers instead of calling it a "Major DM Faction" in Sanctuary.
Title:
Post by: Knight Of Pentacles on February 16, 2015, 10:55:38 PM
Ordinant PCs need to push to play a larger role in Sanctuary.  They need to find their niche in the bureaucracy and the intrigue. The reluctance of many Society PCs to participate in politics has been the single most detrimental thing in keeping the faction DM independent. While  DMs could bring up an opportunity for this to happen, PCs alone could push it themselves and see results.  Especially when you consider there's a pro-Society Red Directorate in office.
Title:
Post by: VanillaPudding on February 20, 2015, 08:04:22 AM
There is something massively ironic going on when numerous posts ask for a "higher level of role-play" or to maintain said high standards, and yet literally -most- interactions with the DM staff in this setting have been silent, painful, and drained away days/weeks of invested time without a single droplet of role-play or interaction.

If a single thing steers people towards  that whole "MMO" style of play most prominently, it is that alone.
Title:
Post by: Pandip on February 20, 2015, 08:34:04 PM
I know this is a widely contested topic, but I hate the opening grind with a new character. Going through the same train of fetch quests and pre-4 content was great fun when the transition to the new setting started, but after several months (a year or so?) it's gotten to the point where it's this droning process of spending two or three hours not interacting with the world so that you can get to level four or five and have some degree of relevance outside of Sanctuary.

Being the new guy and trying to get into a quest group is a similarly painful process when people see your rusty chain shirt and tell you "sorry, but the Underdark is dangerous, we need more experienced people to search this mine!" when that person just got quested from three to seven a couple days ago. And only in the rarest of circumstances have I felt that the interactions in low-level, pre-6 quests have been anything but flat and a means to an end. Silent runs through the ventilation shafts and psychic metagaming powers leading to a small tunnel filled with eyeballs are in no way conducive to good roleplaying, and especially not representative of a good time.

And while I'm often prone to exaggeration, these are all things that I've only experienced recently in my scattered endeavors to mess around on EFU.

Is there any situation in which the advancement experience can be increased, allowed up to level 5, and/or the starting quests reworked to give more immediate experience?
Title:
Post by: SatelliteMind on February 21, 2015, 08:49:54 AM
Quote from: Random_White_Guy;424416Character Advancement Bonus. Bump it to level 6 or level 8. For every PC. Having played a Myconid I cannot say how refreshing it was to be able to interact with EFU in such a capacity as allowing a gradual XP flow for time put into the server.

DMs can't be everywhere and this allows PCs who are pushing things to still be rewarded without the nessecity of direct DM intervention.

This means that PCs who are doing things would get RP XP for things such as:
[INDENT]Banditry
Political schemes and actions
Merchant dealings
Expoloration of the Wilds
Antagonistic workings
Scholarly pursuits
Spying for PCs on other PCs[/INDENT]And there's more. Gladiator type PCs who just fight in the arena and similar could flourish with an advancement of the CAB. DMs can't be everywhere and PCs throw a lot of time into this server.

Promoting non-traditional EXP gain would allow people to pursue other avenues of RP and enterprise without being leaps and bounds behind the rest of the game.

People always say "YEAH BUT PEOPLE WOULD ABUSE IT" except people abuse every system. I'd rather have cool PCs getting levels to survive the ganksquad over the PCs who typically tend to acquire higher levels outright. There is such a culture of "Yeah that's a cool idea, we can talk about that later after we see to those Umberhulks" and similar in EFU because it is such an XP driven server.

I can tell you first hand trying to get people to explore the far ends of server is quickly overshadowed when someone mentions Spiders. "Oh, yeah that sounds cool but we should see to those Spiders first it sounds a far bigger threat".

An XP tick isn't that much and if people are online long enough for such to kick in then it's more likely than not they're up to something anyway. With the death rate on EFU it's not like we'd be inundated with 50,000 level 8 PCs and there is still the low level experience that so many people crave in a D&D environment.
This. All the way. Please
Title:
Post by: el groso on February 22, 2015, 04:34:56 PM
All my DM interactions on this setting, as in DM events, spices (which lately, I usually get my PC fugued, which FOR ME is no big deal) have been wonderful and full of RPing in it, also rewarding (in a way or the other, sometimes including just pure fun and challenge, other times plot advancement, rather then mere XP or loot, which I have seen and experienced much as well, but should not be seen as an exclusive way of reward). I have nothing but gratitude for all what the DMs have been doing, at least on my side.

Quote from: VanillaPudding;426119...  silent, painful, and drained away days/weeks of invested time ...

Maybe all these "days/weeks of invested time" are MMO styled invested time. Not that I don't do my grinding, which I do it too, although I hate it, but I agree that it is necessary with the state the server finds itself currently.

My suggestion to DMs is somehow, just make it clear for players that this or that intervention is no punishment for something they don't like (DM attention should not be in manner of punishment, if a player deserves punishment for what he's been doing, a talk, feedback, a warning, PC total ignoring or retirement should be the resources IMO). It is just that I get the feeling some players feel they are being punished with DM intervention, which I think is an absurd concept.
Title:
Post by: Calixto on February 22, 2015, 05:17:55 PM
I would love to see more bonus xp given for ropeplaying. Second, dms possessing the npcs and doing whatever they feel like with them, such as asking adventurers for help, leading them to traps, chatting etc. It would encourage roleplaying, make the world more alive, involve new players, and imo wouldn't require a lot of work from the dms!
Title:
Post by: Vlaid on February 22, 2015, 05:19:56 PM
Deleted.
Title:
Post by: Faux News on February 22, 2015, 05:21:04 PM
Or sometimes, not so subtle ways.
Title:
Post by: el groso on February 22, 2015, 05:43:00 PM
I just see that as this: DMs are just putting more challenge for PCs who are probably very beefy and can handle it, otherwise everything would be a walk in the park, therefore no fear, therefore no fun. Players should be thankful for that. People seem to think that all those supplies they have and hoard so much is only for 'important stuff' (PvP, big DM events), where in fact, they are also there to survive this kind of thing.
Title:
Post by: Letsplayforfun on February 22, 2015, 06:51:59 PM
Don't derail SC's thread please. Make another one if you want to gossip about DMs - and it had probably best be in private Q&As.

If you have issues with DMs, bring it up with them. If you don't like DM events don't join them. We also usually warn you before spicing quests. Feel free to walk away if you think you won't have fun. This is a game and you're here to have fun. We won't think bad of you because you don't like spice.

But if you think DM spice to kill PCs you're wrong, and the distrust shown actually contributes to lack of DM activity. For each PC killed in spice there's about 10 we saved from pulling the punches,too.

If you spread that kind of gossip because you're raging on you're hurting all the community.
Title:
Post by: Rutergin on February 24, 2015, 02:04:23 AM
Rather than make an addendum to my original post, I'd like to bring up another point on a different topic: DM cohesiveness and teamwork.

Lately there have been a few solely ran DM Plots, off the top of my head there is Caster, Ladocicea, and D_I, who have created their own unique plot to the server, and all have added numerous roleplay possibilities and story lines, which leads to player interactivity with the server at large. This is a good thing. I like this very much.

But I do not like seeing it as solely their own invention, and limit other dms from using their plots to add their own little flair to it. For example, Lado's plot is a massive challenge to the server at large, but with him coming and going in waves, it essentially stagnates and deadlocks, leaving little for the players to do with their story and, overall, ignoring it until it picks back up again. If the Khaganate are so massive a threat, there is little being done to show this to the players, because of Lado's absence in the past days or week.

I would like to see the DMs improve on working together and creating their story lines to be more accessible to one another. For example, a DM can hop into Lado's  plot and do some warband activity, adding a more hostile environment, or other things that can be done while Lado is MIA, but never pushing the overall plot or controlling the leaders of the Khaganate. Something that can be done is whenever a DM decides to make a plot line for the server, they submit it to the DM staff, telling them what they will do with its goal, and creating a few guidelines that other DMs can follow should they wish to pick up and help him or her in their story telling. If a DM decides he wishes to give up the plot, for whatever reason, they can hand over the reins to another and let them pick up where they left off.

What I suggest is not a small thing; in fact it is probably the hardest thing to accomplish, because it requires proactivity, and a bit more effort DM side to work on it. But while difficult, it is not impossible or improbable, and the result leads to a more healthy server whenever a plot begins to pick up and multiple DMs are assisting one another with their creativity, and leads to more interaction between both players and DMs.
Title:
Post by: Tala on February 24, 2015, 05:51:16 AM
Quote from: Rutergin;426644But I do not like seeing it as solely their own invention, and limit other dms from using their plots to add their own little flair to it. For example, Lado's plot is a massive challenge to the server at large, but with him coming and going in waves, it essentially stagnates and deadlocks, leaving little for the players to do with their story and, overall, ignoring it until it picks back up again. If the Khaganate are so massive a threat, there is little being done to show this to the players, because of Lado's absence in the past days or week.

Just wanted to point out that Wiggyboy, Derfo and maybe even more DMs threw in Khgaganate events.
Title:
Post by: Maimed on February 24, 2015, 10:26:30 AM
This post will probably be mocked but here goes anyway:

Grimdark is great. We all love grim-dark. But, could we cut it back, just a... a tad? Does everything good and pure have to die horribly?

Sune died in a recent event. When I read the news I just sighed. It crushed my spirit, and my desire to come back and play. And I didn't even particularly LIKE Sune as a deity.
Title:
Post by: Sankis on February 24, 2015, 12:39:56 PM
Not to derail but you seem to misunderstand. Sune has been dead and may or may not (blah blah foig etc) have returned.

I don't entirely disagree with your sentiment though.
Title:
Post by: Kinslayer988 on February 24, 2015, 03:44:35 PM
Efu is dark, and I like that. There is a great sense of despair and depravity found in the end of the world. If you are looking for good and uplifting parts of the storyline then make a suggestion to the DMs such as:

"Could we see some good aligned NPC heroes or villains? I would like some brighter characters around to cheer me up"

The thing with EFU is that it is up to the players and DMs of course to see this characterized uplifting. The way it sounds you are looking for beneficial nice things to happen to EFU. It comes with proactive players pushing plots and getting a DM behind you to push the plot engine. This thread is about claiming what you want IG and how it would help you and all else.
Edit: The good/nice things are taken for granted by the player base. It most often comes in the form of peace and grain plots which most players spit on.

My first priority before mechanics is role play and story. Mechanics matter little if there are no stories to use them in.
Title:
Post by: Spiffy Has on February 24, 2015, 06:20:37 PM
This comes from being a merchant character, and having played at least 3 of them in EFU's history, I think I have a good grasp of what loot there is.

In lieu of the 'grimdark' belief, the vast majority of decent loot can be used by everyone. However, there is a larger majority of /evil and vile loot/ than there is to /good only/ loot. I have seen several set pieces that have an evil/foul history, and only 1 piece that has a heroic background meant for pcs  to battle evil.

While this is easily explained that most quests involve PCs looting/plundering/decimating evil tribes of humanoids, I believe that it might be in the interest of the DM crew to look at something of an imbalance in what mechanics cater to evil aligned players (Diabolism, Infernalism, Necromancy...) and what mechanics and features, as well as items, cater to good aligned players.  

There is only one 'good' summon theme. There is 4, to my knowledge, evil ones. Infernalism, Diabolism, necromancy (spirits), Shadows....


Evil is easier to play. This has been made easier with a whole host of non-app features based around power-hungry, mad players who make deals w ith devils/demons animate/summon the dead and more. There is little support in terms of decent/quality loot (with the exception of one powerful set) only usable by good aligned players, decent summoning themes for good aligned players and more. I feel as if the features/benefits of this server cater to those who do villainy- and seem to thus punish characters who genuinely wish to play heroes.

TL;DR- more scripted stuff for good aligned players. More decent loot for good aligned players. Some of the best stuff I see is evil aligned. Very little of it is good only.
Title:
Post by: Damien on February 24, 2015, 07:02:03 PM
That was all nonsense Thomas, as shown by the massive amount of good PCs around at the moment. I'd also make a point to say that the sets really need a revamp or removal, they are a cool idea but it becomes so difficult to find any sets except maze masters and perhaps that goodly one that no one even bothers. The stats on most of the sets is hardly server breaking anyway.

Efur does need a revamp in risks reward though. There is currently no need nor reward in low level PCs exploring the world. You might as well not even bother getting further than the low roads until you are 7 and you will be more than fine. In fact you'll have more supplies and likely be higher level than those who didn't follow that approach. This saddens me greatly.
Title:
Post by: PanamaLane on February 24, 2015, 07:11:00 PM
This is more of just a straightforward suggestion: Increase the max lvl 7 quests in the underdark to max lvl 8. Make them a little tougher in the process (if you want to justify it).

Why? Because lvl 8 has always been considered the sweet spot imo. But the moment you hit it, you become regulated to a half dozen or so quests and often left out of groups who are patrolling around. Lvl 8 PCs should receive paltry xp on these quests, but it gives them something to do with other players.

There is something to be said about lvl 8's spending more time on "RP" but a lot of good RP comes out of patrolling around with other players.

edit: To add some specifics, I am thinking about Stone Temple, Duergar Mines, Rothe Herder, Ice Caves, maybe Mudmen...these kind of quests which are a bit of the beaten path. Kobold mines and Watcher In-between and the stuff generally near town are fine as is.
Title:
Post by: VanillaPudding on February 25, 2015, 05:41:39 AM
I think that some of the quests with optional content should somehow take into consideration whether you had done it or not (beyond a few more chests generated with said quest loot).

So if you head into Sahuagin and accomplish option one, great. If you do option 2, an elevated reward of gold / xp. If you do option 3, repeat. Maybe if you do all three there is a special bonus. (Coral cove had this kind of bonus optional loot built in with the slaves, for example)

Same thing for Seers (Sand Crypt these days I guess), or any others with the optional content.

On that note, quests with optional and stepping content are a really cool idea when balanced out. They allow for a range of time allotment and risk, though currently are rather static in terms of the reward portion.


The alternative option would be to make these "optional" aspects their own quest pleaceables with their own reward, etc.
Title:
Post by: Vlaid on March 03, 2015, 06:11:28 PM
Some of the stances for ascetics are really cool, visually interesting or just have plain interesting effects besides being powerful.

It would be nice if non-ascetic monks got some more interesting stances. Generally the only ones you see are things like [Takes on a beetle stance and gains some small passive +1-2 somewhere].

Why not throw some stances in that have more aesthetic appeal if not mechanical appeal? Maybe some could even be more about RP. Stances that aren't obvious passive comparisons to each other.

I would say the regular monk stances could use some work overall to make it more about finding a stance that fits your dogma/RP style of a monk and less about which passive +2 AC or whatever stance you can find.

Maybe with more powerful, identical versions available and ready to be handed out to Monks in lieu of DM loot.
Title:
Post by: Colin609 on March 05, 2015, 04:34:12 AM
Hey sc! Welcome back, Im not sure if this has been mentioned or anything but, Is it possible to add a mechanic for making weapons and armor (not sure if this is already there or not) out of materials like wood, iron, or anything else that could be mined or such, and if you want/have time to
Title:
Post by: Mass Transit on March 05, 2015, 06:50:42 AM
On the topic of sets, allow the singular pieces to be worn without the rest, but when you wear an entire set give some sort of additional bonus.
Title:
Post by: Damien on March 05, 2015, 05:28:19 PM
We need more placeable/lore ig tbh, basically a reason to revisit areas. I spend numerous hours in the forgotten forest and sunken enclave trying to figure what it was all about. Now I go to shroomstalk and all I see are mushrooms and not even a quest so I've very little/no reason to even enter the area.

Adding tidbits everywhere would be great, be it placeable randomly spawning placeables or areas.

Maybe add some sort of camp to shroom stalk with a quest of sorts, to make it less barren.
Title:
Post by: xxWhisperingWindsxx on March 09, 2015, 03:40:34 PM
I'm not sure if it's been mentioned yet.

One of the things that bring that extra "something" to the server, brings it to life more, are often times the little things.  It may not be immediately noticeable or even quickly forgotten by DMs/players ... but it does make the server seem to "breathe".

As an example ...

It left a rather indelible impression on me (silly as it may be to most), but a DM possessed one of the deer and had it briefly interact with Rani.  It was just a brief few moment thing.  But it fit not just her as a PC, but the area we were in, and the story in general.  

Often times it's those little things that give the server more life.

For a time, some of the NPCs had randomly scripted things they would say or do.  You never knew if it was the script firing, or if a DM was about peering in on what was going on.

It would be nice to see more of that.
Title:
Post by: granny on March 09, 2015, 03:50:47 PM
Quote from: xxWhisperingWindsxx;428191Often times it's those little things that give the server more life.

For a time, some of the NPCs had randomly scripted things they would say or do.  You never knew if it was the script firing, or if a DM was about peering in on what was going on.

It would be nice to see more of that.

Me too... it remembers you that the server is alive and inspires you into helping it to stay so.

There was this time that a beggar came to speak with Biterips briefly, asking for coins to do something. She had no coins with her and in the end was humiliated by the brat, who ran away yelling about how he was richer than her.
Title:
Post by: Random_White_Guy on March 10, 2015, 12:35:08 AM
Widespread PC Thralldom.

Let's stop beating around the bush and make it a real thing. Even more awesome if it can be scripted without a DM input similar to how Lycanthropy could be spread to other PCs.

EFU:M was so tainted by the fact that no PCs survived long enough or even attempted to become Undead, mostly because often times DMs were said to have discouraged it. It severely diminished the threat of the withering as it was still such a matter of "Fighting H'bala = Fighting NPCs". There were two instances where that wasn't the case and in both situations it mostly turned into "GANK EVERYONE AND RAID HQ".

PC Thralls of as a DM faction or Association with the means to infect others once captured, then they either have the option to retire (Since thralls aren't fun for everyone to play) or continue playing their PC as a thrall.

The risk is how many can you infect vs. what happens when people are discovered and the witch hunt begins vs. how much can you learn of Sanctuary and influence its governance and so on.
Title:
Post by: Heavyfog on March 11, 2015, 07:16:03 PM
I haven't been around much the last 8 months or so but I'm back an  enjoying EFU as always.  After reading this thread, there are many good  ideas.  One that stood out to me was the discussions on 'quest grinding'  vs RP and permanent XP.  After witnessing a fellow EFU player start the  RL day at level 8 and having said player reduced to level 4 that night  something occurred to me:  

5-10% of ALL XP gained in a PC's life should be PERMANENT XP.  

It  is a double edged sword of course because on eventually it will not  allow a player's PC to 'die to regain supplies/gold on lowbie quests'  because it is feasible that a PC may never drop below level 6 with  enough accumulated XP, however I think the pros of PC continuity  outweigh the risks of somehow someone accumulating so much permanent XP  that their PC is always at level 8+ (even if that DID happen, the PC in  question is still vulnerable to DM and PC FD permadeath).    

I  will always be reminded of a time I saw a VERY powerful and prominent  paladin prefect in the worm tunnels killing rockworms in her fancy  armor, between her other duties as prefect and I think things like this  just shouldn't happen.

No PC should really be leading raids  against all enemies of Sanctuary one day, then be delivering pies and  killing rockworms the next, it just doesn't make sense for continuity of  a character imo.  Its hard to be the boss for a couple weeks then have  to go scrub toilets and work back up to your previous bossdom by  grinding.  

This idea/suggestion is not 100% fully thought out  but on the surface it might help alleviate the 'grind' a bit and allow  player's to continue their characters stories more simply.
Title:
Post by: Diz-e on March 11, 2015, 08:25:07 PM
Quote from: PanamaLane;426725This is more of just a straightforward suggestion: Increase the max lvl 7 quests in the underdark to max lvl 8. Make them a little tougher in the process (if you want to justify it).

Ehh, I might agree that a couple of them would be legit for that.. Duergar Mine certainly comes to mind.

A better solution would be adding more new quests. I know that's asking for a lot, and I'm not sure how bulky the module is getting at this point or if that's even a current concern, but a few new quests in Middledark which are max8-9 (that are reasonably difficult but not total deathtraps) would be perfect.

EDIT: Actually, there's no reason they have to all be within Middledark at all, come to think of it.
Title:
Post by: granny on March 13, 2015, 04:58:27 AM
Quote from: Damien;427627We need more placeable/lore ig tbh, basically a reason to revisit areas. I spend numerous hours in the forgotten forest and sunken enclave trying to figure what it was all about. Now I go to shroomstalk and all I see are mushrooms and not even a quest so I've very little/no reason to even enter the area.

Adding tidbits everywhere would be great, be it placeable randomly spawning placeables or areas.

Maybe add some sort of camp to shroom stalk with a quest of sorts, to make it less barren.

I love the Zurkhwood Wood feel and the awesome work that was done with the Moldmire, in special the Ravines quest. The Shroomstalk is also beautiful, they all kinda bringing forth the mystery that the Forgotten Forest had. I agree that to keep adding stuff like them or related to them would be grand.

Oh! To the High Passages as well!
Title:
Post by: Stranger on March 25, 2015, 09:36:31 PM
Please add the "Barrel Lid" shield to the initial selection of starting equipment.