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EfU's Biggest Weaknesses

What do you feel are EfU's biggest weakness?

Feel free to expand on this below, I'm trying to figure out what we need to concentrate on the most.

I'd love to hear people's opinions. People who tried us out and decided not to keep playing here are especially encouraged to post, although I imagine they probably won't see this thread.

(1) Issues with scripted quests: poor balancing, poor design, bugginess, lack of quests, etc.

(2) Empty Feeling in town, lack of player base, not being able to find people to interact with consistently, etc.

(3) Unfriendly or insular player-base/DM team/community, etc.

(4) Setting issues: dislike Underdark, dislike grim atmosphere, too much evil, too much good, lack of plausibility, non-canon, etc.

(5) Time zone issues: too quiet during your time zone, lack of dm activity in your time zone, etc.

(6) Quality or lack of server-wide plots, too much emphasis on players competing vs. players in these plots, too insular, etc.

Edit: apparently there's a max of 6 poll options. If there's anything that isn't included in my little list feel free to post it below.

Howland (2) Empty Feeling in town, lack of player base, not being able to find people to interact with consistently, etc.
I live in the GMT +1 timezone, and during my hours between 08:00 and 18:00, the server is very empty (no more than 5 others). However, this problem is only minor, since the evening makes up most of it.

Howland (5) Time zone issues: too quiet during your time zone, lack of dm activity in your time zone, etc.
This has to be one of my major problems. I miss DM activity during my peak-hours. DM activity starts around GMT +1 21:00, which is too late for me, during the period of monday to friday. I have to log, because night-time is calling, and I have school early in the morning. I'd love to see more things happening for us poor Europeans, who still have to cope with the fascistic parental rule.

I love it here. I voted for "Time Zone Issues" because my only real complaint is that I don't get to meet some PC's whose time zones or play times differ dramatically from mine, and because most DM activity seems to happen in the evening/late night EST, when I'm often working or doing something else.

I voted for the timezone issue also.

I sometimes have hard time to see some characters, but I don't know. It has all worked out atleast so far.

I really have no complaints, EFU seems to have done everything right. Saying that though is not at all productive. So I went with the issue that I've heard a few other people mention as their gripe and that's too few people on the server at any given time. Alot of people seem to have a bit of a hard time finding others, which is unfortunate and a reason for discontent since we're all here to play with others.

Bugginess can get to me, so can logging on and being unable to find anyone to do buggy quests with me.

All I'd really like is a list, a master list of which quests are currently--and known to be buggy. So I can avoid them.

Like the quest for the Hold. Not a bad quest, but with no significant reward for doing it--its certainly not worth doing as it always drains more gold than it'll reward.

Good suggestion.

Done.

Personally, a mix of 2 and 5. Living in GMT+1 what troubles me the most is the lack of players on at my personal primetime. I grow bored of the old ratlady quest and the brewery quest, and cannot think of any others that can be done by two or three players at level 5 without consuming more gold than what it's worth. I usually just end up walking around, patrolling, then logging. Recently I haven't been working all that much though, so I've been able to stay up some nights. Those nights have all been excellent.

I can tell you that issues number 3 and 4 are the least of your problems though - those are near perfection. The only thing to point out is that there's a lack of goodness, but that's to be expected in such a setting.

I also answered timezone issues. Even though there is still something going on during my days (GMT+2), the most things to do I have found during nights. Especially if I want to deal with people I am plotting with, I need to log in times that really don't fit my schedule that often.

Luckily many people I have been dealing with also live in GMT timezones, so I still have found things to do mostly. Though the DM action has been less than during night hours.

EfU's been really great to me.

If I had to nit pick, I'd probably just say I don't feel the higher end quests really make it worth the risk/time/gold spent to complete them.

Of course, I really should bring into light I play a higher level Paladin, with the majority of other high levels being evil/chaotic. I wouldn't know how they feel about the quests, but their opinion would likely be less baseless than mine as they quest far more often.

In the end, I don't really enjoy risking a level that was so hard to obtain for 250 XP when that same quest could knock me down a level, requiring me to spam several more 500xp quests and risk another death or possible PvP kill due to the weakened state.

It's kind of a difficult suggestion to place, as I know if the quest's XP and stuff was raised, it'd just let the other people whom quest far more sky rocket to a level you may not desire so soon.

But that's my main gripe, but I still love the server.

I'd second much that has been said. The population seems fine to me, but many people I like to play with live at very diffent time zones than I do (GMT -7). That that's the only sad thing. Other-wise, kudos on all you've done.

Yes, timezone differences are an issue and I vote for that option too. It does not matter only if you are unemployed or attending a French uni :wink: since in that case you do not have to wake up early and can stay on throughout the nights. But I do not think it is an issue that can be easily fixed - the server, like many others, is naturally attuned to the prevalent american timezones due to the playerbase timezone composition.

Due to that very thing one cannot expect more euro-friendly DMs either - it's not that Europe would produce better DMs and thus allow lower players per DM ratio, unless one would intentionally select more european DMs at the expense of the DM quality (which I do not think is the thing we desire).

Still, I have only voted for this one because the others do not really touch me. And for those that share my timezone - do not let the time control you, control the time instead. That is, organise your own events and expeditions and make the American players/DMs bite off their work/classes to join yours in lieu of yourself biting off your sleep to join theirs. :wink:

I don't know what to vote on, but I'll offer up some opinions anyway.

The playerbase is fine, I think. It could do with being a little larger, but it's no real issue.

I think the third option manifests in the "insular DMs". I've noticed EFU DMs have tried to break down the barrier between player and DM in NWN, to some degree of success, but not entirely. I'm not sure if it's due to my own actions and therefore my own fault, or simply a misconception, but I've felt slight hostility with some DMs.

I feel the semi-non-canon Underdark setting almost strips the module of its FR roots entirely. All the most notable FR characteristics (NPCs, Cities, etc) are on the surface, and we are blocked away from that. It's not what I'd call an immediate problem, as there are huge and very noticable benefits to this choice of setting, but there are also a few limiting factors to it. Stating the obvious I guess. :(

The Time Zone issue is a problem for Euro players. I always miss out on the most happening stuff, and get informed of "What happened just after I logged" the next day IG. One of our Euro DMs seems to play almost exclusively in US Time Zones since... Ever! More Euro DMs or more unemployed US DM insomniacs would cool.

The plots are, to my experience, few and far between. I think that's due to busy DMs working on a beta module. I'm sure it'll solve itself with time.

That said, none of these problems are enough to make EFU anything short of brilliant.

EDIT:

I think the third option manifests in the "insular DMs". I've noticed EFU DMs have tried to break down the barrier between player and DM in NWN, to some degree of success, but not entirely. I'm not sure if it's due to my own actions and therefore my own fault, or simply a misconception, but I've felt slight hostility with some DMs.

Scratched.

I've voted for the time issue but that is something that nothing can really be done about as far as I can see. The revolution of global communication lets us all interact in real time yet what might be 9am for me here in West Australia (GMT +7) is 2am GMT UK and so on. This makes it a challenge to say the least for people to stay awake and play :wink:

Probably the only thing to do with this is use the forums and IRC to organise mutally agreable times so players can hook up and have fun.

Aside from that, no complaints really. I haven't encountered any buggy quests and the dm/player interaction have been nothing short of fantasic.

I voted for scripted quest issues. I think that several of the (already noted) issues with scripted quests bother me the most. I'm North American, so most of the DM's are in the same timezone as me. <_<

Regarding the quests:

1. Risk/Reward needs to be tweaked. In another post elsewhere in the forums, someone noted that the frontline is going broke. That counts for those priests among us that what to see that everyone comes back alive as well. To whit - a week and a half ago, I had 4500 gold that I had accumulated from selling my wares, and questing. A week dry of selling anything I've made, while heavily questing, and suddenly I find myself at 358 gold. Thats pretty harsh. Granted, I paid 1k for a raise and explicitly told the guy not to pay me back, but the rest of it was spent on heal kits, tonics, potions, and antitoxins. I spend 400 gold easy on the Dunwarren Sewers quest, and come out with a reward of 71 usually. HHH is more of the same.

2. I'd really like NPCs to mention it to us if someone was on a quest when we try to take it.

3. I'd really like NPC's to tell us exactly who in the party is preventing them from giving us the quest.

4. I'd really like the quests to not break if the parties on them die, or logoff.

5. I'd really like Oro's option to add people to a quest already in progress be added.

Thats me. P

I enjoy EfU immensly; the server very well done in almost every aspect. You DMs are great, and both "spice ups" and your own quests are very exciting, and to an extent dangerous :) . Also, even though I have never been on a prelude, the fact that you offer chances for this is praiseworthy. I can see where some quests lack or are unbalanced. Perhaps they do not reward more gold than the price of potions needed *cough* Goblin fortress for a while :wink: . However, these issues are usually solved and do not really dismantle the fun EfU usually is.

Therefore, when asked to pick a problem by this poll, I would have to say the greatest weakness has to be the lack of a great number of players, while not horrible in itself, combined with the time zone differences happens to bring the server down to as low as 5-10 players online. This is quite the hamper in organizing anything worthwhile RP wise, or just plain questing which I tend to do often.

However, this is merely an issue that can hopefully resolved by time, and more people finding the merits of the server and establishing a character on it. I can't really see how this issue could be solved effectively in a quick manner.

im voting on playerbase. however we recently maxed out and its getting better, much better than say november.

I think the dms are very open minded and willing to let you try to do just about anything.

Im sure the timezone issue is a killer, but i dont see it much since im EST.

if there are 38 quests i sure dont know near all of them. then again i guess i need to nose around and ask more npcs. i only do regularly maybe 4 or 5 and that is mostly my lack of exploring. i also notice a lot of people not announcing quests as on other servers. i do it a lot and i hope more people do as well. how else am i going to get money to fund my expensive trips into the canals!?

other than that i think the bugs will work themselves out, people will slowly advance and figure things out, and the times they are becoming more different.

Time Zone, now that school has started again, i ussualy play in the afternoon / evening and there is ussualy about, 15+ people on in the afternoon, but as soon as it gets dark, its 1-5 players online, which makes it kinda boring :(

I think a greater player base will come with time and solve many of the time zone and empty feeling issues. It's been getting better over the past few months, and is now very easy for people to get together. I think things will settle down over time when people get the "got to be evil and or uber chaotic" out of their system that I think the "feel" and setting of the server can breed.

Overall I think the server is doing great, especially for how young it is. The setting, the atmosphere, the quests (though buggy at times) are well done and will work out in time. I think the player base that is here is solidly focused on the rp, and it shows. I for one have learned a lot from everyone. For the time it has been open (passworded and public together) a lot has been done in a short amount of time, and it shows. I can only truly state how I feel through a famous song quote, from the masters of the long winded Rockoperas--Styx (<--edited here).

Domo Arigato, Mr. Roboto.

Edit note: In accordance with my crimes against music knowledge and trivia I have been assigned to listen to the entire song repitoire of David Hasslehoff for a minimum period of 24 hours straight. I will immediately be heavily medicated and moved to the miminum security ward of the state mental institution for suicide watch for a post music period of 48 hours. I thus move to obscure movie quotes.

"Thank you, Sir. May I have another?"

Not to rain on your parade, but that was Styx, not Queen. ;P

Lack of playerbase and the most important one IMHO; lack of low-level quests and something to really boost up your first encounter to EfU and the first level. Some color to the introduction. When you enter the Underdark and furthermore Sanctuary, it seems to be just too "grey", although I don't mean that Sanctuary should be a cultural melting pot with a Mardi Gras party going on.

For example Lord Bunge and his little camp at the gates is a cool thing which made me smile for the first time. We need more of that. Thanks for the great PW so far though. :)

There's many, many low-level quests with good payout. That's certainly not a problem. If anything, there needs to be more mid/high-level quests with good rewards, from what I've gathered.

As for the greyness - I love it. It's just like Underdark should be, dark and dirty. Sanctuary looks like one big slum, it reminds me of the Hive of Sigil. I get a smile just by looking around.

I haven't voted because I don't think I know enough about the server yet for that. But I'd second the timezone/playerbase issue - although even then, it's only the 'greatest' problem, not a 'great' problem.

Heyo. I'm new, started here yesterday. Cool server. I only did about 10 different quests so far, most of which deliveries. I like how the quests that involve fighting aren't too hard or too easy. I like how attention has been paid to monster crits and I think scaled down; you won't die to back-to-back crits for triple damage but from other factors. I like how traps have been sprinkled in quests so that you don't necessarily need someone to scout ahead but it's nice; the traps I've come across won't kill you by themselves. I did die to the traps of "HAM" because I didn't move correctly but just laughed out loud because the creators have a sense of humor. That quest is just traps so deadly ones are in reason. Oh, one issue I have is that characters are worse off after they die and resurrect than after they just start out with their small fortune of 250 gold. This is especially harsh on players who die alone or are simply new.

Also I like the setting. It's not canon so it's not like you have to follow all these rules/history. And it seems like any alignment can flourish in EfU. You leave a lot for the players to accomplish/build/change. Again, nice server.

Edit: Oh I voted for playerbase. I'm finding it hard to find other people to do stuff with. Perhaps it's because for OOC reasons I don't want to drag two others into a quest I haven't done yet; and conversely because I get few offers for multiple person quests. Many of the quests can't be done solo. I'd love to run risky quests solo but see why there can't be more solo quests.

Anthee As for the greyness - I love it. It's just like Underdark should be, dark and dirty. Sanctuary looks like one big slum, it reminds me of the Hive of Sigil. I get a smile just by looking around.

I love it as well, but that wasn't my point. If reading between lines, one might notice that I meant greyness the other way around. :) I'd like to see more things going on near the Sanctuary and inside it. Underdark citizens doing every day Underdark things etc.

I kind of realized what you meant and disagreed, but to be truthful, your concrete examples are nonexistent. What would you like to see added?

Remember it's the PCs who handle most of the "Underdark citizens doing Underdark things" -part.

More things like Lord Bunge. Maybe a drunk svirfneblin, who's angry because humans built the town on their ground. He's telling some random rumors about what's going in the Underdark.

Or maybe an orphan/feral boy jumping on the cliffs near the gates, who's chewing a rat bone, and you could give him real food for simple directions to the Blue Mushroom Inn.

Maybe a lightfoot halfling Underdark expeditioner, who's stuck on a huge spider web when rummaging a pile of junk for treasures. You could dig it for random loot with him if you cut the web (good points). Or just let the spiders devour him and then examine the junk pile (evil points). This could be somewhere deeper in the Underdark, not necessarily near the Sanctuary.

Hehe, while I thought of this, something made me think about the Sanctuary Junkyard, which is kept by a greedy old duergar and he's selling some random stuff which are brought from the svirfneblin ruins and by citizens of Sanctuary. He's also creating exotic custom items from the junk he gathers from the yard. There could be a small quest where slicer beetles have invaded the yard to feed, and the old duergar can't get to his possessions because of them.

Things that help making the PW alive, that's what I meant. What do you think?

Getting some excellent feedback here.

My first impulse on reading Grindworker's post was to say, "look around!" -- largely because there's very similar stuff sprinkled around the world, and there's actually been a lot of effort to "color" the module and people it with interesting, quirky, fun stuff that fit the setting.

However, I think you're quite right that the initial beginning (especially when starting out in the Underdark) could use a make-over. I'll see what I can do.

I like some of Grindworker's ideas for adding flavor. I've also been thinking that it would be nice to have a few more "destination" areas to encourage exploration. It would be nice if there were some naturally beautiful spots for PCs to want to wander out to occasionally, maybe a hidden underground waterfall, an eerie mushroom forest, just some places that aren't necessarily quests or encounter areas, but are nice to go to. Places PCs would travel to to escape the pervading gloom of the rest of the setting. Some could even be somewhat dangerous to get to, making the trip an adventure in itself.

These places exist too...

:)

One thing I've been meaning to suggest, and its an idea I am toying with in a mock up module is scripted "preludes" for brand new characters. Start them out at level one in a slave camp in one of X places, and let them escape from there rather than starting already escaped.

I'd make these little preludes "advanced" if you survive you start with a little more gold or some "uniquish" item you can't find anywhere else and a hunk of bonus XP.

This gives players a chance to "see" their escape and really formulate how it happened--especially if its very non-linear in nature. You can trick other prisoners into revolting while you sneak out, or fight your way out, or slip off quietly and try to escape, or bribe a captor who betrays you in the end, or betray your best friend leaving him behind to die while you flee. Some really good options for moral choices etc etc all can come from this.

That's a great idea. Oroborous's post makes me vote that EfU's greatest weakness is the starting area. A scripted prelude quest would add greatly to immersion. I know that I felt much more immersed as my new, current character than with Will simply because I got a prelude. It helps.

(oh, and the dying. Though maybe that's just my weakness)

I reall like Oroborous's idea. I missed out on a prelude because I just decided to jump in game one day, and therefore didn't have time to set one up, but a fairly open-ended scripted one would have been perfect for me to give me more chance to figure out my character and her recent past before arriving at Sanctuary.

I voted timezone issues, when I mainly am ready to get on there is around 1-6 players playing, I really have to push my body to stay up late/get up early to interact with more players and try get in on plots unfortunately.

I voted for option #3 because this is the point I've heard raised by players and DMs alike. Not the unfriendly bit. The insular bit. (I hate all the DMs equally.)

As the player of a deliberately unlikeable character, I understand that hauling around Welcome Wagon freebies ain't gonna happen when most players are behaving ICly. BUT it's pretty easy to find an IC reason to involve new players when recruiting for scripted quests, or when conducting random exploration.

And to follow The Beggar's example:

Fat-bottomed girls, you make the rockin' world go 'round.

Allthough I originally voted for lack of playerbase this seems to be no longer an issue as the server maintains a constant 15-37 (sometimes even 40) playerbase. I'd switch my vote to timezones.

Naga Allthough I originally voted for lack of playerbase this seems to be no longer an issue as the server maintains a constant 15-37 (sometimes even 40) playerbase. I'd switch my vote to timezones.
Actually, the playerbase has greatly improved. 5+ players in the morning is great beefed by 500%! So, now I too would change my vote, and it'd have to go to lag. Lately I have been getting alot more of it, while I had none at the start of EFU (or even 2 weeks ago). But with the rising playerbase, the number of time lags occurs has gone up. It's not yet at a threatening level, but it is potentially dangerous on hardes quests, with lots of enemies (as if the Gnoll quest isn't hard enough). So just to prevent utter chaos in the future, something could be done about it already.

Unless, of course, I'm the only one having it?

I get no lag right now.

Very rarely do i get lag but i do have framerate issues which i blame on my computer sucking. ive been operating it without a processor fan for oh, 6 months now. i think i just need to buy a new processor.

Try happy hours, while questing. Then you'll have it. I rarely have lag, I have a fast PC and a faster connection, but I am starting to feel it. I wonder how much others feel it, especially the ones with a slower pc/ connection.

Breen that's nuts. I fizzled my first processor by running it for 15 seconds without a fan. Smoke started coming out and it started charring. Put a fan on!

Maybe something posted prominently asking people to direct connect to the server IP would help reduce lag a little. It seems to help on other servers I've played on.