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Messages - Dredi

#1
I dont think this has been changed since its introduction pre-opening of the college.

Some items are bugged: Consumables, like potions are charged at GP as well as LP, often at a higher rate than normal stores

Some the the items are charged extremely high for what they are (60~ Dig sites worth of LP for a helmet that has +6 to skills across 4 skills, or 20+ Digsites of LP for a jacket which provides considerably less stats than much more accessible College gear)

Its worth noting at current you appear to get about ~25 LP per item handed in (Though there seems to be a small amount of variation) and higher value items, or ones from more challenging digsites dont appear to impact the amount of LP you receive - With items in the store often costing in the thousands of LP.
#2
Fairly simple.

Looting can be a bit of a nightmare if you already have items in your kit as going one over the limit means effectively being unable to move.

Would we consider removing the pack limit effect while inside a quest area? This would make looting considerably less of a challenge once groups begin to get more well stocked.

#3
Agu made an Oar pun. Bruno, very Oar-nery.
Very good pun. Agu proud.
#4
Ever a stonefolk of few words, his response comes on a small piece of card

Rarely is it seen
Something so morbid made
So Very beautiful

- Agu
#5
Suggestions / Re: Furniture: Set Rotation:0
July 23, 2023, 03:42:18 PM
Interesting!

I suppose theoretically you could do it as a two-stage action with a small delay between them to give the placable time to visably update?

For example, setting it to 180 first. Since 180 will always be more than 20 degrees out from 0, this will either do nothing, if its already within 20 degrees of 180 and then set it to 0 correctly, or set it to 180, ensuring its over 20 degrees away from 0, and then setting it to 0.
#6
Suggestions / Furniture: Set Rotation:0
July 23, 2023, 12:32:27 PM
So one of the more annoying elements of setting furniture down is often getting them to be square with the room.

One thing that would help immensely with this is if you could set their rotation to 0, which should be at a right angle with the rest of the room. Then, the +90 degree command can move it around to whichever angle you need.

Thanks!
#7
Suggestions / Chaav's laugh - Saving Throw
July 21, 2023, 07:33:50 PM
When you cast Chaav's laugh any evil targets within range need to make a saving throw or suffer the spells negative effects.

Would it be possible to remove the visibility of this saving throw from the caster? Otherwise it can be used as a means to - even unintentionally - metagame the alignment of other players.

Would it also possible to add an effect to the completed casting, like the Balagarns Iron horn circular AOE effect? - Just something so other players can more easily recognise that a spell has been cast? - That, or an enforced emote, for the character releasing a laugh?
#8
Suggestions / Ladders!
July 16, 2023, 12:06:02 PM
At present ladders only work on non-designated climbing spots, up and down terrain edges - something which is extremely uncommon this chapter.

Would we consider allowing ladders to work up and down desiignated vertical climbing zones?
#9
With our shift to longer server up times it can sometimes be 2-3 days to get a single point. Would it be possible to shift this onto a 24 hour timer instead, to account for the longer server up times?
#10
I'd say absolutely not. Uncanny dodge is one of those feats which is incredibly valuable and you dont know how much until you dont have it.

Uncanny dodge was already moved down from 7 or 8 previously because of how much of an impact it was causing.

I cant comment on Mobilitys position seperately, just..probably best not dooming Uncanny dodge for it.
#11
Suggestions / Re: Shield Other: Duration
July 06, 2023, 04:45:47 PM
Oh, Awesome!

Thanks :)
#12
Suggestions / Shield Other: Duration
July 06, 2023, 09:54:43 AM
Present position:
Shield other duration is 2 rounds / level, upped to 3 rounds per level if you have either protection domain or GSF Abjuration.

My thoughts trying to use it (at relatively low levels):
Given this is a 3rd level spell slot for clerics (2nd for paladins and Astro) this is a really short duration for the spell. At level 6 you get a little over a minute which wont last for most than a single early game encounter within a QA such as Ghuuls in the gutters.

I understand that there may be concerns surrouding balance for the spell which is why it was reduced from its original duration of Hour/Level to its current place, but as an already fairly niche spell I feel this change has perhaps gone too far to the point the spell is simply not a viable use of resources.

Would we be willing to consider a slight increase to the duration of the spell? - Something like Turn / 2 Levels would increase the duration by a little over double of its base but you would still need to dedicate either feats into extend spell (and higher level spell slots that come with it), GSF Abjuration or Protection Domain - or multiple castings to keep a single vulnerable or risk taking target safer which feels like a fairer reward for the investment.

If there is concerns over it being a form of crit immunity or making it too difficult to kill a single target you could also look at it from another direction, perhaps capping the maximum damage that can be redirected or the percentage of damage which is redirected might be another way to reduce the spells impact without breaking things.

If there is perhaps felt to be too little risk to the person casting the spell (since they can go off and stand in a corner, self healing as long as its in the same zone) perhaps requiring them to be within a certain range of each other might be another avenue.

What is the consensus on this one?
#13
Suggestions / Sending System Bribes
March 07, 2023, 11:04:55 PM
Fairly simple.

If a player is unable to use the sending system due to low charisma, consider allowing the player to (Where it is administered by NPC's like the Ashfolk) to pay a premium to make a sending, a payment of say, 25-30 Dinars, over the usual 12.

Not super impactful, but would seem fair thematically
#14
I'd probably agree with reducing the number of charges, but not in changing the spell.  ~6 charges is probably sufficient for most, to allow the quest to run the way it was originally planned.
#15
Suggestions / Re: Damage upon failed climbing saves
March 02, 2023, 03:45:22 PM
At present (unless it has been fixed) Athletics isnt calculating properly into it. (For example with maxed investment I got a whole +1 on my climbing checks)

But once fixed and working properly then a delay before you try again (Where damage isnt really..narratively appropriate) might be suitable at least.