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Messages - Gippy

#1
I mean... ok, but I don't agree with all this.

I mostly disagree with #1. First, EFU has excellent mechanics. We've modified the base game to make things really... balanced? To be good at one thing, means you'll be bad at other things, and there is truly no totally  'dominant' class or build. Certainly it helps to be exceptional at one or a few things to really stand out but there's really no way you can totally mess things up with a PC that's useless. Even fighter/wizard/rogue has certain pieces of loot that can help them be more effective! We also balance things as DMs based on you, the PC, and how you play your character. 

We have had many players get to high levels, accomplish great things, and be totally mechanically inept and just skilled at roleplaying with others.

Create a character that is distinctive, roleplay your stats, good or ill, your strengths and weaknesses and you  will be rewarded - sometimes mechanically with flashy DM loot, and sometimes with titles, perks, lavish attention.

First and foremost is roleplay, but we do love our mechanics, and beating up quests, and all that other stuff.  If you want true success on EFU see this excellent post by Howland: https://www.efupw.com/forums/index.php?topic=526.0
#2
Suggestions / Re: Remove Dispensary Shouts from Discord
December 06, 2019, 08:24:41 PM
Not a bad suggestion at all. Can see both sides!
#3
General Discussion / Re: Quests need to be reworked
August 20, 2019, 12:04:56 PM
I wills start this by saying I have no friends, (ok, maybe one...) I took a break at the same time you did, and it's true I struggle...

But the struggle has generally been more enjoyable.

With my playtime (2-3 hours, every other night) I have only once logged on and been like: Oh shit, nothing to do.

Here's my comments:

There are 7 static 3-7 quests in rings 97-99.

There's  one 4-10 quest in rings 97-99.

There are 2 static 2-6 quests that always spawn.

The chance of a seam spawning in rings 97-99 is QUITE HIGH, but could be higher, and one ALWAYS spawns - it's just sometimes out in a distant land.

The Annoyed Ponds quest used to be really easy, it was reported that something was wrong with it - thanks for the second bug report!

That you are a veteran, used to rocking, and now you're like me a washed up scrub awash in new content takes some getting used to.
Some of RWG's suggestions are really good.

You can't really sit as a lowbie for 2-3 weeks because of quest caps, but if that's how you want to play, go for it! Generally the lowbie circuit gets you a set of plate and then you just move out of it. As someone with limited time, and a shit playzone, I think I've pretty well gamed the lowbie circuit into the ground and it's not as wild as you would think.

We have a lot of cliques, it's true, and they do excel... but generally everything is so much EASIER that most people can make by until 6-7 which is fine unless you're like a sorcerer, and eventually almost anyone will make it to 8, even washed up scrubs like me.

That there's this: "Well, I can't even get ahead so why even bother" mentality is stupid. Yes, certainly PLAYING more nets you MORE. This has been in EVERY chapter of EFU and is generally something ALL GAMES have. I don't know how to alleviate it, but certainly skill, friendships, strength of concept all attract DM attention and rewards that are beyond TIME SPENT.



#4
Announcements / EC - Friends of the Pyrimo
October 30, 2018, 06:57:32 AM
This is the relaunching of the EC in Sanctuary as a far more secretive group of agitators, gladiators, spies, and others that work on behalf of Intryzz to witness, record, and harvest the memories of those that have accomplished great and unlikely deeds so that he can ostensibly defeat his Rival's ultimate gladiator: The Monument of Hubris. The faction would appeal to those that wish an actionable way to combat the Dread, cowards seeking release into the Illithid pleasure dreams, former gladiators wanting glory in the pits, Targus conflict raisers... and I'm sure many more.


Owing to the more elite nature of this faction an application will be required, though not onerous, it should simply state a bit about your character and why you would serve Intryzz, and why OOCly you're excited by that or the faction.


Players must be comfortable with conflict, and be prepared to be treated as 'monstrous' in terms of PvP, though actually being good at PvP and partaking in it is certainly not a requirement.


Alignment: Non-good, non-druid.


Reach out to DM Gippy with more questions.
#5
Many who have made camp around the dark lake these last couple darks have reported a singular dream. They stand at the gates of ysinode, their weapon dripping blue ichor, while they stand atop the defeated Monument of Hubris looking down upon a cowering Illithid. The night serpent does not touch this dream, and all who have shared it report that it was curiously pleasent.
#6
Announcements / Re: New Content
October 27, 2018, 01:23:34 PM
Quest take limits have been adjusted. Typically less players can now take certain quests. The point of this is to encourage people to be able to do quests in hours when there's not a ton of players and to help monstrous PCs, or factions without a ton of allies. The difficulty of the quests has -not- been changed, so be warned.


If you find any quests that are poorly balanced (I.E. too easy, too rewarding - I don't really care if it's too hard) please let me know. I have some concerns about two quests, but then again, they're both potential death traps so you never know!


The point of this is -not- to ignore others and run off to two man things with your buddy. I always suggest you ascribe to the 50% rule, where at least 50% of your time is played with people that aren't your ooc buddies - you might be surprised who's really cool (most people.)

#7
::[ Tarsakh 16th : Year 166 : 1388 DR ]::

For most of this day the ooze stood in agitation with dark ripples undulating the placidity of the Dark Lake. The agitation was on account of the peril of an elder ooze upon the surface. Though Strangeling devices in the vaults, many witnessed the events as they unfolded - a massive ooze, escaped from some sort of Exile Illithid device, ascending and corroding a great Dread tower pointed towards the stars. A dread master, acid eaten and dead lay in its path as the ooze called for allies and faithful across the world to defend it from a host of Undead and the attempts to recover the ooze by an Illithid Master belonging to the Exile Collective - when the battle had finished, both the great ooze and the Illithid Exile Master lay dead though some of the ooze's essence is rumored to have been carried back to Sanctuary. The Exile's covet this essence for the ooze's unique property to fully disrupt an individual's enthrallment and wrestle them back to freedom, upon whom they would use it is a matter of some conjecture - the king in Tethyr, the grand vizier of Calimport, some arch wizard, the Dread General Kingsley? 


The clan of Etorix, led by the mighty warrior-priest Cull made an attempt to seize this essence from Lower but was repulsed by waves and waves of slime. Many in Lower died, including some half-dozen drow warriors but there was losses on the side of the Exile Collective as well and when a trade of prisoners took place Cull and his ally The Count broke ranks with the Collective and set out on a new path, leaving the Exile "Warden of the Vaults" Quinn to carry the heavy burden of his dead comrades to their ultimate fate.


The movement of these great players in Sanctuary after such a long cold war brings a bit of hope to people. This is not bad news this dark, it is simply news and that is a refreshing change of pace.

#8
::[ Tarsakh 15th : Year 166 : 1388 DR ]::
On this dark a battle broke out in Middle Sanctuary between adventurers and several extremely strong Orog "mercenaries". Everyone is a bit hazy on the details of why the battle took part, but a sleight from Molgon Merrybrews is said to the cause. After the battle a retinue of Watchers marched up from Lower Sanctuary in bedraggled and ooze crusted green armor under the command of former Sgt. Garth Shennd and agreed to watch over Starags Rest for a fair day's pay. The people of the Rest are relieved, though some whisper that they worry the Spellguard will retaliate against the rebellious nature of Shennd and his men. Notably, the Exiled Collective came from the rear of Starags and into the thick of the fighting, accounting for themselves most nobly. It is whispered that the green armor of the Watch is actually available for purchase in the Halls of the Merchants, though that's just a rumor... surely they could not be so defiant of the Spellguard.
#9
  ::[ Tarsakh 13th : Year 166 : 1388 DR ]::

This night the Spellguard drove home the point that they have simply abandoned Middle Sanctuary to its fate with the formal declaration dissolving the Union and calling for the head of the minor agitator Molgon Merrybrew. A hunting party led by the thuggish Count Carilius Manzahar burst into the Trade Hall, beating down the one mercenary there, took his keys and attempted to find Molgon in his own chambers but only found the ire of The Merchants of the Trade Hall.  While seemingly such petty disturbances, these acts caused reverberations throughout Sanctuary as the last true "Watchers" of the Spellguard quit in disgust over the Spellguard's action and inaction. The Merchants have put out quiet feelers to find the most deadly mercenaries money can buy and there's gossip in the Trade Hall that any violence now will be met with the harshest of consequences from several new faces seen sharpening various implements of death and counting their coins. In defiance of a Spellguard that they realize either needs them, or does not care enough to punish them individually or collectively, The Merchants stand with Molgon Merrybrew and the Union just as he and his fellows have stood in their defense on occasion. The trade merchants mutter that the trade hall stands as an independent bastion of commerce for Sanctuary... (no freaks or monsters welcome!) ... and the Spellguard remains welcome so long as the path to Final Sanctuary remains open.

Not all the news of the night simply reflected poorly on the Spellguard for, disturbing rumors have come from some of the farmers of Starags rest that while they were occupied by the Knights of the New Path their soils were forcibly mulched with aberrant parasites and ever since their mushrooms, molds and even animals have grown strange, aberrant features. The most aberrant of these crops have been carted off to the war effort for the Knight's own consumption, but to the farmer's they are so disturbing as to be useless as food. With the Knights, even temporarily out, many crops have been culled and regrown and the quality of food in Sanctuary is already showing benefits. Many see the Knights as sad tormented defenders of Sanctuary, but more than a few point to this and the increased aberrant rate from the Vaults as a sign that perhaps the Exiles are forcing the hand of fate in only taking 'willing' men and women into their campaign against the Dread.

From Lower the news is that the Covenant is still as alien and loathsome to the common man as ever, though there's increased traffic through the Pissing Crone which has become sort of a rallying place for former Watchers.

A growing sense of hopeless unease continues in Sanctuary, its people scattered and unprotected, they've created makeshift bolt holes in sections of Dunwarren and adventures continue to find corpses of lone men and women that picked the wrong chosen infested house to try and hold up in.

A bounty stands on posts across Sanctuary:

Count Carilius Manzahar, dead. 5000 gold. Selection of rare magical artifact from the Merchant's Stores. - The Merchants
#10

This night the Union took back Starags Rest from the Exiled Collective and the dwellers of the vaults. The Union's long planned attack finally happened, however not as any could have forseen. Upon orders of their superiors to not let any harm or damage come to the Rest, a few of the Exiled Collective and their allies sallied forth and lost a decisive battle in the Square of Middle Sanctuary. It is noteworthy that the Knights of the New Path did not take part in the battle, preferring to focus their efforts on their "Crusade" against the Dread Empire and its spawn. Nonetheless the Union - led by its warleader Molgon - and its mixed allies defeated the ragged host, seemingly led by Sophonias Quinn, taking him prisoner and forcing a bargain for his and his host's life.

The refugees of Starags Rest, displaced by the news of the impeding attack, make their return with mixed feelings. Some do not return at all and rumors of families hiding holes in caves beyond Sanctuary filled with Hook Horrors or other deadly perils are whispered with some frequency. Some welcome the Union as their new protectors, whispering that it is a return to the ways of Old Sanctuary's Watchers, though others simply leave for the cramped spaces of the Vaults.
#11
Suggestions /
November 25, 2017, 05:46:41 PM
That is a great idea.
#12
Suggestions /
November 20, 2017, 04:44:29 PM
We should just add spider / Drider AI to beholders so they're pretty much unkillable and floating around nuking everything.
 
#13
Announcements /
November 10, 2017, 07:30:33 PM
::[ Kythorn 6th : Year 165 : 1387 DR ]::

The city is filled with an eerie melancholy after reports that the "Winged Angel" Seramyssa was struck down by a mob of mercenaries while she watched her longtime companion, and ally, the Captain of the Silverlight Mercenary Company fight a duel of honor against a Red Cloak. Though the story of how she came to be laid low is unclear, most agree it was the bounty placed upon her by the Spellguard Agent Zurello, which as the councilor present made clear had only a tenuous basis in legality as she was not wanted for any capital crimes.

As more and more the refugees from the surface suffer strange aberrant mutations, it was a point of hope to many to see one so obviously good, so powerfully crafted, so proud to face the darkness both within her and beyond the shroud of Sanctuary in the name of good. With the rumor that the Councilor Tasmir was doing all in his power to let her go before the group of mercenaries violently dragged her off to the Spellguard Tower for coin placed on her head, many feel the illusion that this world could have kindness, or justice, was shattered - and some begin to doubt what strength a Councilor has to truly wield against any of the major factions, lest they have their own to back their words with steel and magic.

The loyalists of the Spellguard claim this as a great victory.

The Covenant bitterly sharpens knives, and hammers nails through clubs, and mutter that they will protect their own.

The vault dwellers of the Exile Collective mourn the passing of a just and good soul and eye the passages through Starag's Rest with veiled suspicion that they will be next.

The people of Sanctuary have lost a powerful ally against the evils of the Dark this day... and for what? For what?
#14
Announcements /
April 27, 2017, 06:26:35 PM
If you are an active crafter please PM me. I know that this affects some concepts but I will allow for some FINALDM supervised crafting if you send me a message that will make up for the inconvenience of Mystril's fickleness.
#15
Suggestions /
April 26, 2017, 03:18:20 PM
The system is not working as intended, yes. For instance you do not even need to dye anything to gain favor at the moment. You only need to click the fountain.