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Messages - Grouch

#166
Sapper Grenade drops Recipe(s) in Rothive Quest

Probably shouldn't
#167
Pond is always hungry for new players.
#168
As I shovel my deck in this lovely snowstorm I puzzle over this conundrum.

I agree with Howland that 7 max should be what it is for these swamp quests aside from Trolls (Except for Lizardmen, I think 8 is fine because the rest are easy but Lizardmen can scale to be quite difficult!)

It is true that as a level 8, I pretty much have nothing to do if there are no seams, and if you are not a PC who sells things your reward from a high level quest is usually a break even or net loss if you don't bring the right kinds of characters such as, Tank, DPS, Buffs because DND is what MMORPG's traditionally are heavily based on. An adventuring party must be balanced to be successful more often than not. Like in the Trolls complaint thread I did notice the group in question had 6 people but 3 of them were pure spell casters two of which were non combatants, this is not how you prepare to tackle a swamp filled to the brim with Trolls.

I feel there are two ways to approach this problem.

1) Make 5man minimum to open Randoms that are built like deathtrap quests with good stuff inside and a sign at the entrance with a recommended level/party size and a if you ninja loot get ready for retirement
I feel like Randoms as they are, are fun little lootables to do with a buddy but there isn't really much if any 'adventure' to them, nor challenge very often and if there is it is lopsidedly difficult.
Yes I am aware that it would take someone to build all of this and no I don't know how to build anything in the NWN client this is just me spitballing.

2) Make hard quests that are level 6-10 that are again, designed to be brutal and have good rewards as most of the current quests are in fact very easy if you have some source of 5/+1 such as blur.

When you are level 2-4 you tend to make the most raw gold and this is good, as a catch-up mechanic for new characters. It slows down and is steady from 5-7 as you find equipment you might actually want to wear long term and then when you hit 8, in the current setting you fall off a cliff into poverty. You have a very hard time getting enough materials to compete with level 7 PC's if you don't ration yourself well and I have seen several level 8 PC's (Myself included) engaging in barricade madness. As for any mention of a Honeymoon player drop off I hope EFU can maintain 40 during decent hours going forward.

For one dollar a day you can stop a level 8 PC from killing themselves. Call 1-800-PLZ-HALP for more details
#169
Suggestions / Re: Give Trolls quest a rebalancing pass
February 13, 2019, 02:54:49 AM
I did this with max party size a couple times. After you get through the 60ish trolls that bamboozle you at the entrance it isn't so bad.

I think the pay could use an upgrade though, 100g is a little puny for the enemy count. Thats's like half a gold coin per kill for each person.

The supply loot tends to be fairly worthwhile, but you certainly have to be PREPARED for the challenge.
#170
Bug Reports / Ear-Shattering Rage does not daze
February 12, 2019, 01:54:06 AM
The ability description is as follows.

Upon initial use of barbarian rage, enemies in a gargantuan radius take sonic damage equal to 2dX, where X is equal the amount of barbarian levels. Then those enemies must make a will save VS sonic with a DC equal to 10 + Y, where Y is the barbarian's intimidate skill divided by 3 rounded down. If they fail, they are dazed for 1dX rounds, then deafened for 1dX rounds, rolled separately. Already deafened foes are not afflicted by these effects.

----

The damage works as intended, the deafness works as intended but the Daze is neither rolled for nor applied.

I assume it is because deafness is rolled first and they are then immune to the daze effect as the sonic damage is applied before deafness is rolled for, but I could be wrong.

That being said, the ability is probably good enough even without the daze effect but if that is what is done going forward the write-up should be amended.
#171
Bug Reports / Royal Banquet Candle Disappearing
February 11, 2019, 11:57:11 PM
When you try to feed the Royal Banquet candle to a placable it just disappears. No favor points etc.
#172
Suggestions / Re: Bring back potion distillery to hubs!
February 11, 2019, 07:12:46 PM
When many many enemies drop a cure light every time, many drop moderates, and CSW can be brewed for 50 the amount of cheap and easy cure critical potions you can produce is a little ridiculous.

I personally would just go buy 30 cure serious and turn them into crits or throw my 200 cure lights into the mixer and do the same.

It requires an overhaul.

I am of the mind to cap it at making it make CL6 cure moderates like.

Cure minor x3 -> cure light
Cure light x3 -> cure moderate CL3
Cure moderate x2 -> cure moderate CL6
#173
Suggestions / Re: Bring back potion distillery to hubs!
February 11, 2019, 06:56:30 PM
The ones in the ruins that are free to use should also probably be removed entirely.

They have been scavenged by the shops that own them or thoroughly destroyed for the monopoly.
#174
Bug Reports / Alley Onion plant
February 11, 2019, 04:41:35 PM
The planted Alley Onion cannot have its produce harvested, the option is there to do it and it says you get it when you click it but you get nothing.
#175
Abandoned Sunpurse Manor does not receive sendings.