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Messages - BanditWizard

#1
Suggestions /
July 22, 2009, 07:57:27 PM
Yes, whenever possible this would be a cool change.

On a side note, there is a way to make moving chairs and other options in game through conversation. I don't know the scripting of it but apparently it puts a small item in your inventory that you can then set elsewhere in the room. When they log out or exit the area the placable will go back to it's previous position to prevent 'stealing' of chairs and such. It's on the vault somewhere and maybe something similar could be put in here.
#2
Bug Reports /
July 22, 2009, 05:29:06 AM
Environment shadows seem to be faulty with it, yes. I turned them off and it looks wonderful though.
#3
General Discussion /
July 20, 2009, 11:25:09 PM
There is nothing wrong with the way things are currently. Someone people FD when they could subdue perhaps, and some people subdued rather than FD when it's deserved.

PvP Karma
#4
Suggestions /
June 04, 2009, 09:23:56 PM
Probably the same amount of work for Stygians not to tell other Stygians to piss off, or Armsmen not to blatently ignore PC armsmen.
#5
General Discussion /
June 03, 2009, 03:41:05 PM
I have to agree with Sandstorm. There are already some epic scripted things we can do as players yet they remain mostly idle because of their difficulty. I enjoy the challenge and all the things that come with it, but why use so much time on putting this in when it will rarely be used. It basically sounds like a scripted DM quest without the extra interaction.

With that said, there is plenty of room for more 'basic' DM interactions around EFU these days. While the meta-plots are wonderful, sometimes it's a nice break to have something simple tossed at us other than 'spice' on a quest.
#6
Since this has started in-game I figured I could throw something basic here for people that may be interested.

The Red Sash is a mercenary / adventuring company in general that primarily works out of the Docks and Gobsquat due to their willingness to hire intelligent monstrous creatures. Members are typically more 'shady' since following the laws is not a requirement and they will often be bent or broken to bring wealth in.

From a mercenary standpoint members are asked to try and secure work that is profitable to themselves and the group as a whole. One of the few requirements of the group is that they get the job they were hired to do done in an efficient manner no matter what, building a reputation for excellent work.

On the more common adventuring side of the spectrum you can expect to go places you may have never gone to before or simply wish to see again. Far across the mountains of Ymph and into the Underdark itself, or even deep within the 'enclaves' of the Nightrisers. Serious exlporation of Ymph can be highly rewarding and it's almost assured that you and I havn't seen many of the wonderful places here.

One key factor of this group is that I hope to work on each members personal goals while we achieve success for the group. This is extremely important to me and will be expressed in game often. If you want to learn the ways of a bloodmage, become a weapon master, or summon the most powerful devil you can to make a pact with it, you can expect the support of many others in your work and especially my character.

Please PM me any concerns or questions about your character involvement with the group. This is just a basic outline of the faction and any other details can be found out in game or through me in a PM.
#7
Suggestions / Spawn system changes
June 04, 2009, 09:45:06 PM
Just for flavor, I think it would be cool to see some new and interesting spawns around the wilds. Currently, you can walk outside and almost flip a coin to guess what will be in a certain spot. These spawns have been the same for quite a while and remain in place until something comes along.

What I'd suggest is :

- All spawns be changed to 'wander' instead of sitting in place.
- Add in some new things like Bandits, bugbears, Gnolls.
- If possible, add in some random events like a group of thieves trying to mug your party (or you alone). This could start with a conversation with a few options to speak with them, or just attack them. Maybe using a system similar to the quest turn in for the Orcs quest where this faction can become neutral to your character if you pay them enough, talk them into it or even apply for it.

Just some ideas really, but some adjustments to the system might encourage people to start exploring and getting out to the wilds more than sitting idle so much!
#8
Suggestions / Illusion summon IV
June 04, 2009, 04:31:45 AM
The fourth level summon of the Illusion theme has both the Knockdown and Improved Knockdown feats. When it combat, it uses only the Knockdown feat instead of the improved version.

I know this is minor and specific, but if the regular Knockdown could be removed from it that would be wonderful.