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Messages - Rutergin

#1
General Discussion /
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.
#2
General Discussion /
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.
#3
Player Workshop /
February 01, 2015, 11:29:12 PM
Something I find not addressed is the interaction between players. While I like the idea of crafting, something I've always wanted to try and delve in, there has to be some sort of community feeling in getting your crafts done. If one single player can do all of smelting, metalworking, and so on and so forth, it is very limited in working with other players. If he can do everything on his own, it denies the opportunity to create relations and uphold an actual business in EFU.

Implementing this as it currently stands would merely have players go from node to node farming all the ore they need and then building whatever craft. The forge idea is a smart one, but a singular player can still operate on his own. My suggestion is to make it slightly more complicated, where it requires the work of other players to aid in your crafts. You mentioned adding in sockets / runes / magical attributes, which is a fine idea, but let's take it a step further- force the craftsmen to go to other players who actually commit to enchanting / socketing your crafts, so that they cannot singularly make stronger weapons. Maybe an addition to EFUSS, where if you take mining / smelting / metalworking, you could not take the additional skill enchanting or have the ability to socket your own weapons.

Mostly I do not want to see a repetition of singular play like it currently stands with alchemy / the lair system. It is not very fun or interesting to see players operate on their own to enhance themselves through the already implemented systems, but with some standards set in place to prohibit singular activity in crafting it may help with immersion and make an interesting addition to the server.
#4
Bug Reports / Ranger Movespeed
February 22, 2015, 10:33:00 PM
As I'm currently playing a ranger, PC Hero Myfirlyn log in Rutergin, I find this a bit of an abuse of mechanics. Areas where I should not be getting movespeed is occurring, such as inside Sanctuary, the Machine, the in-between ruins, and probably other areas. For some reason, it comes and goes, in example I transition into Sanctuary from the Gates, and I'll retain my movespeed, and afterwards keeping it where ever I transition to.

I don't think this is meant to work this way, would like to see it fixed.