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EFU Rules

Can the EFU Rules in our Quest Journal be under Completed Quests instead? It slightly annoys me to see it in my Active Quests tab. Not sure why.

It's because you're fussy, Nightfire. We all know it. Deep down, you know it, too.

As an equally-fussy person, I agree with Nightfire. (I can tease + agree at the same time. I'm that versatile.) However, I don't think it's possible to accommodate our level of fussiness.

Actually alstromeria, I think you hit it right on the dot. :P

EFU Rules indeed, well put.

On a more serious note, I wouldn't mind having it put under Completed Quests.

And don't forget my XP for that completed quest either ;)

Actually, I was going to complement you on the rules, it might help the newbies a lot. I sure could have used some pointers like that when I was teh n00b.

Done.

And, by the way, if anyone can think of any little rule or regulation that is obvious to veterans (and DMs) but a newbie might be unaware of, please let me know.

A pet peeve of mine has always been people who are heavily subdued, only to run away as soon as they, per mechanics, "rise". These situations are often very hostile and tense, a generally bad combination for rational RP thinking, so a notice about it in the rules saying that a person who was just knocked senseless to the grounds, with one hp remaining, isn't likely to even walk anywhere moments afterwards, let alone run at full speed, would be most appreciated.

That is a fantastic thing to add to the rules section....

Wrexsoul A pet peeve of mine has always been people who are heavily subdued, only to run away as soon as they, per mechanics, "rise".

I'd even make a motion for it to have a mechanic that forces you to stay subdued much longer than what it is now.

"Winded", the result of being on Sparring mode, keeps people down for a short duration -- about fifteen seconds. "Subdued", the result of being on Subdual mode, keeps people down for much longer -- about three times as long.

Furthermore, the more you keep beating somebody into subdual (to Blacked Out, Knocked Out, and Concussion) the longer they will stay down. You can keep somebody immobile for well over two minutes once they've been given a concussion.

Rules pt. 3 is still under Active Quests. >.<

Fixed.

Can additional clout be given to respecting that transparent characters are heard, and not seen... and thus are not identifiable, and probably not attackable, unless they do something extremely telling like speak?

I have lost count of the occasions when the 'sqeaking boards and cloth shuffling' has been identified and spoken to as if I were plainly visible... and its not just newbs doing it. I doubt there are that many people in EFU running around with true sight constantly up and running to explain this.

Arkov "Winded", the result of being on Sparring mode, keeps people down for a short duration -- about fifteen seconds. "Subdued", the result of being on Subdual mode, keeps people down for much longer -- about three times as long.

Furthermore, the more you keep beating somebody into subdual (to Blacked Out, Knocked Out, and Concussion) the longer they will stay down. You can keep somebody immobile for well over two minutes once they've been given a concussion.

In a pvp situation like this, it's horribly awkward to have to count time to know when you're going to give the character an additional clout to the head. Now, was the mechanic something along the lines of Lying on the ground -> Slowly rises -> Move at 50% speed -> Walking speed -> Running speed, I would have no qualms about it, but as it is now, one second they are lying on the ground, OOCly with their 'W' button jammed to the desk, and the other second running at full speed away from you, even from a full concussion (something that knocks you out for days, in reality).

When somebody gets subdued (not winded), they have both a movement speed decrease applied, and an AC decrease applied. These effects last for considerably longer than the beatdown itself (up to roughly six minutes after a concussion). A full concussion should result in a temporary 60% movement speed decrease and a temporary -12 AC penalty.

Wrex and I just tested this, to make sure, and it does work as described.