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Main Forums => Suggestions => Topic started by: FleetingHeart on April 21, 2009, 10:59:45 AM

Title: Stargazer safety!
Post by: FleetingHeart on April 21, 2009, 10:59:45 AM
After playing a stargazer for a few days (as a stealth class, no less) I can see where some survival perks might be in order.

Climbing down out of the village can be dangerous enough, though I have yet to die there directly... the zone itself is home to some rather deadly spawns.

The next zone over as well.

However, the kicker is the spider forest. Yeouch! I feel genuinely sorry for any non stealth class trying to get through there. Even with some basic stealthability (druid stealth really sucks at level 2) I would have died numerous times getting through there if it weren't for a stack of DM supplied invis potions. Even with those I did end up getting surrounded by about 5 spiders that decided invis wasn't enough to stop them.

I don't begrudge the deaths, in fact I was laughing my ass off most of the time. Especially when I'd get attacked by cats and dragged into negative health before I could AE them. Only to recover to 1 hp and get batted right back down to -5. (One cat had me pinned for a good 20 minutes, ^_^ )

However! For a non stealther... Sorc, fighter, or barb... I could never imagine 'living' in the stargazer village as a stargazer. At least until invis came along as a sorc, and probably not until much later as a barb or fighter. That's just too big of a risk to take. 1-2 spiders those classes could handle easily, but a swarm of 4-5 would be a quick death.

So, I'd propose some alternate methods of leaving the starwood. Perhaps a system of tunnels underground? They wouldn't neccessarily have to have been dug by the stargazers. Just by a friendly burrowing creature large enough to permit a halfling in it's burrow. Giant moles? Or even a naturally occuring cavern system caused by water runoff.

Or... Giant hawks? ^_^

Other than that, I'd have to say more quests would be needed to help provide those characters a means to leave when they wish. It just seems odd to me that stargazers, who dislike and avoid the Zigg... would have exactly one way of avoiding it altogether as they roam their island. A tunnel full of nasty spiders :-(

Or maybe I'm wrong entirely and have simply missed some things. Exploration efforts are still being carried out.
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Post by: MexicanGunslinger on April 21, 2009, 11:58:58 AM
why not stick to the village in which you come from than, and develop plots from there?
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Post by: Ebok on April 21, 2009, 12:41:51 PM
Mex, don't be stupid.

Having played a stealthy Ranger around these areas, I can concur with the sentiments, these spawns do not allow for a person to travel through near or around them in most cases. While I think this is the intention (keep the wilds dangerous) Those that are expected to be in the wilds should have a bit of help. imo.
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Post by: Arthurian_Spark on April 21, 2009, 01:33:04 PM
Stargazer only swift travel system. Swinging through the trees!
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Post by: BringOutYourDead on April 21, 2009, 05:20:44 PM
Quote from: MexicanGunslinger;121211why not stick to the village in which you come from than, and develop plots from there?

Unfortunately Castle Vrazdn isn't run as often as, say, the wild orc raiders.
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Post by: AllMYBudgies on April 21, 2009, 05:31:36 PM
I would like to see something that saw wild characters having an easier means of travelling around. I like that the island setting is dangerous, but for Stargazer's and other wild folks it can be a little daunting and off putting to go trekking at times.
I can't honestly think of anything to suggest, though, that wouldn't be easily exploited or stop every other pc using such a route...
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Post by: UnholyWon on April 21, 2009, 05:31:46 PM
Quote from: Arthurian_Spark;121233Stargazer only swift travel system. Swinging through the trees!

I am so for the above!!! :)
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Post by: Cruzel on April 21, 2009, 05:36:04 PM
Stargazer pocket plane portal network >.>
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Post by: Joe Desu on April 21, 2009, 06:35:37 PM
Hidden tunnels that only allow Halfling sized folk through?
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Post by: artfuldodger99 on April 21, 2009, 08:01:51 PM
We have i believe an animal empathy system that works innately so that  many creatures (if you stack up enough Animal Empathy as a druid) leave you alone entirely, and you don't need to use AE indivdiually (though they are still nominally hostile).
 
Would it be possible or desirable to give all stargzer a racial benefit that a number of creatures will leave them alone, irrespective of class?
 
I am think cats of all sorts, spiders, most "natural" creatures would leave them be.
 
I don't think this would be over powered and would be very cool for stargazers and let them *feel* IG that this was their home, at which they are at ease in.
 
Obviously if some Ogre or goblin is about they still need to flight/flee etc.
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Post by: Ebok on April 21, 2009, 08:37:40 PM
artfuldodger99, I have never seen that to be true. Having  20+ AE at times, and I still get mauled by animals if they spot me through stealth. I would love someone to confirm the existence of said ability.
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Post by: Cruzel on April 21, 2009, 09:00:53 PM
Quote from: artfuldodger99;121306We have i believe an animal empathy system that works innately so that  many creatures (if you stack up enough Animal Empathy as a druid) leave you alone entirely, and you don't need to use AE indivdiually (though they are still nominally hostile).
 


I am pretty sure this doesn't work properly to begin with. I have played a lot of PCs with a fairly good AE, and despite Snoteye's claims, I've never noticed any  animals giving me any more slack than they would give a non wilderness PC.


Not to mention AI tweaks in general are pretty meh. AI is something that is hard to change or add to without causing undesired bugs!
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Post by: Daemonic Daz on April 21, 2009, 09:58:01 PM
Back in the Underdark when I played a druid, alot of animals didn't attack me at all. No idea if these benefits have been brought into EFU:A however, I'd assume they were though.
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Post by: Sternhund on April 21, 2009, 10:12:49 PM
Quote from: MexicanGunslinger;121211why not stick to the village in which you come from than, and develop plots from there?

Dumb.

Quote from: Joe DesuHidden tunnels that only allow Halfling sized folk through?

Awesome.
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Post by: FleetingHeart on April 21, 2009, 11:29:47 PM
As far as the AE thing. It was definitely working in the UD. Most hostile animals I could walk right up to... of course I think my AE was over 30. That doesn't help vs spiders though :-(

But really, it need not even be strictly Stargazer transportation. I am just struck by the fact that frequently in the UD if a path was blocked, there was some other way around. I'm sure this holds true throughout most of the islands now. Just not in these three zones. To get anywhere I either have to brave a spider infested forest, or a spider infested forest + a spider infested tunnel... and heavens only knows where that leads. I haven't been brave enough to return.

I guess on the bright side, if I do make it unscathed to the tunnel, I never have to fight more than 2 spiders at once >.>

Again, however, it's not the stealth and invis classes that need worry. It's the barbs and the warriors that are really the hardest hit.
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Post by: The Crimson Magician on April 22, 2009, 01:19:20 AM
At the very LEAST make jungle cats unhostile or something towards stargazers, as the cats seem to be living alongside, and even in harmony with the Stargazers!
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Post by: putrid_plum on April 27, 2009, 06:18:37 PM
I never had an issue with my stargazer at all.  Still it may be neat to have something like this, but I really do not see the need.
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Post by: AKMatt on April 27, 2009, 07:41:44 PM
The wilds have grown quite a bit more deadly since early EfU:A.  Knowing what spawns are out there now, and how often they see through invis, I really do pity anyone who tries to play a Stargazer that is not a stealth class.  The halfling sized tunnels are pretty cool, but from what I've seen, tunnels are more of a Flayer thing.  Treetop transitions only navigable by Stargazers might be realistic for the village of "friendly" Stargazers.  Could be explained as rope swings, vines, or just natural ability to traverse the canopy.
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Post by: Szgk on April 27, 2009, 07:50:03 PM
Dark Lake taxi imo.
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Post by: Damien on April 27, 2009, 07:58:30 PM
I am for adding underground tunnels for small sized humanoids as well, maybe there can be hollow trees around the island which lead to the tunnels. Of course you can add some flayers as well for some places which should be hard to get to.

Making cats neutral to stargazers would be an idea too.
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Post by: Drakill Tannan on April 27, 2009, 08:28:17 PM
Maybe a tree-top highway built by the stargazers to move though the woods safetly? Only stargazer PCs could enter such areas, they would be as a warp.
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Post by: FleetingHeart on April 27, 2009, 11:07:24 PM
Were you a stealth class or capable of going invisible for free?

Quote from: putrid_plum;122364I never had an issue with my stargazer at all.  Still it may be neat to have something like this, but I really do not see the need.
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Post by: FleetingHeart on April 27, 2009, 11:09:15 PM
Quote from: Drakill Tannan;122387Maybe a tree-top highway built by the stargazers to move though the woods safetly? Only stargazer PCs could enter such areas, they would be as a warp.

I like this.
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Post by: Letsplayforfun on April 28, 2009, 10:32:22 AM
Small folk tunnels. Small folks inns. 'Tumble' vine swings. Awesome. George the Jungle coming up.
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Post by: erglion on April 28, 2009, 02:41:44 PM
Quote from: "Joe Desu"Hidden tunnels that only allow Halfling sized folk through?

Yes, except next time "through!" over "through?"  -- with confidence man!
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Post by: Arthurian_Spark on April 28, 2009, 02:55:01 PM
I still stand by my original idea of the vines.
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Post by: Mort on April 29, 2009, 04:13:02 AM
Made Stargazers friendly to Jungle Cat.

Added a secret transportation for druid/stargazers. (needs to be unlocked by the PC first, however.)