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Messages - SluaghSluagh

#1
Bug Reports /
January 03, 2011, 01:03:32 AM
Aw, yeah.  I was kinda hoping making laying curses on some mugs a very proper Banite punishment. >: )  It seems like the spell would actually be nice on EfU, if it were properly permanent.
#2
Bug Reports /
December 23, 2010, 08:07:10 PM
You may want to look into Tasha's Laughter.  I had seen this occur once, and it seemed to be Tasha-based.  Only happened once, so I didn't think to report this.
#3
Suggestions /
December 21, 2010, 07:15:41 PM
Generally, guaranteed full damage (per "in the max range", rather than "as per maximized") is a whopper of a benefit... a reason it's mainly limited to a profoundly beatable and somewhat lower-damage spell like magic missile.  

Ranged touch is a price one pays to accommodate another benefit -- in this case damage and potential for a round of stun/whatever, without the target's ability to Spell Resist.  Besides, who in the world is really great at avoiding a ranged touch?  Rogues, that's about it.

Seems like a spell you won't often use in pvp, but best to save it for when you know you're going toe to toe with some drow.  Really, I'd be leery of such a change.
#4
General Discussion /
December 19, 2010, 08:00:26 PM
Another thing to consider about Charisma, is that it doesn't necessarily equate to looks and/or behavior, directly.  Have a scan through the monstrous manual, and you'll see the sorts of beasts that have a high charisma, vs. those that have a low charisma.  High Charisma is all about force of personality and presence... someone or something that is very scary is also more likely to be high-charisma....

A low charisma soldier is less likely to have that appeal.  He may not be ugly, he may not be particularly mean ... he's more likely to be unassuming.  i.e. he's probably the guy in the bar that you get in a fight with, thinking you'll trounce, only to get a taken on a quick trip to the healer.

Some folks have great simple descriptions of PCs I assume to be low Charisma, on here.
#5
General Discussion /
December 16, 2010, 03:51:07 PM
Paladins ought to stamp out Evil, that is the goal.  However, too often I feel that is equated with 'villain smitery' (har, did I just coin a new term?).  As Stormbringer points out, Paladins are supposed to embody an ideal that is higher, and a big part of that is setting the example.  

Evil folk are all over the place, and that could include your ill-natured farmer or your local bully.  The thing is, the presence of even these minor evils all around has the effect of breeding evil in others, simply as a matter of survival.  It is the charge of the paladin to inspire the good in these common, neutral-inclined hearts, to keep them from sliding down the path into evil, and hopefully inspire a higher ideal of goodness.  A lot of this has nothing to do with relentless smiting and killing of folk with the evil descriptor, and when paladins go too far in that direction, they really just come across as another gang faction, which tends to hurt the image.

I like to think that the difference between an area like the Moonsea and that of Cormyr or the Dalelands is simply not enough paladins. ; )

All of that is pretty generalized, however; so far, my own interactions with paladins on this server have been pretty grand, really.
#6
Suggestions /
December 13, 2010, 08:39:42 PM
Just the newb chiming in, here, but wouldn't giving them a buff bot just sorta steal all impetus for them to actually develop alliances with outside-the-faction PCs that can (and are willing) to offer that support?  Or else it could be interesting to give them very limited buffs, but leaving the goods for PCs to provide ...

Most of the issues of "perception of the Armada" are ultimately the domain of the DM, though, if a lot of the really tough vets are NPCs.  They are certainly within their rights to make the PCs do most of the grunt-work; however, increased presence of NPC Stygians (wherein they have clear numerical advantage via DM possession) in some instances would certainly take -some- of that weight off the PCs' shoulders, making them seem more as recruits and grunts than -the- Armada in entirety.

I only mention these things as a semi-outsider-looking-in, because there is definitely an element of every faction seeming like a gang ... though that really isn't necessarily a bad thing, by any estimation.

Cheers!
#7
Introductions and Group Management /
December 08, 2010, 11:37:57 AM
Oh, it's -so- on.

SluaghSluagh
#8
Bug Reports / Quest Bug: Troglodytes, The Docks
December 16, 2010, 07:21:09 AM
Hello,

Reporting a bug that occurred with regards to the Troglodyte quest in  the Docks (acquired in the Wanton Wastrel, takes place in Smelly Trog  Caves).  Basically, the quest stacked a second group on top of ours  while we were in the midst of running it.  

Details:
I play Lydia Dvosk (GSID GrayElf Spellsinger); I started this quest with  Jarl Krunt (JavalinWielder) and Cheven Barain (DonovanZanz).  We were  near to the end of the quest, inside the caves, when we received the  following server message:

[EFUQS:Characters participating in this quest:
-Lydia Dvosk
-Jarl Krunt
-Cheven Barain
-Stephen Young
-Gwennolin Nacarae (may have mis-spelled this one)

I believe it was around now that our spawns disappeared on us.  Shortly  thereafter, we received a notice that we were kicked from the quest, and  our journals updated stating "You have given up".  Moments later, the  dungeon repopulated with stronger spawns when another group entered to  run the dungeon.  

One of the PCs with us, Cheven Barain, had died shortly prior to the  actual bug-incident.  The repopulation occurred right as I was  attempting to loot the PCs corpse -- his "belongings" pack and his  corpse all de-spawned to accommodate the repopulation, and he lost  everything.

The DM wern8 has a bit of this information, as they aided us in getting  out of the dungeon (it was now well beyond us), and offered some help to  the PC that lost his gear, in the form of 480 gold.  

Again, briefly, for clarity, it seemed from my perspective as if, when  the second group tried to begin the quest, it basically lobbed them in  with our party, and they proceeded to take us from the party (likely  they had no clue we were actually running the dungeon at the time).

Sorry about the length of this -- it was just bizarre, and I figured you needed details, in case of a larger problem.  

Thanks!