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Messages - Platine Dispositif

#1
General Discussion /
January 11, 2012, 11:04:10 PM
It can indeed be kind of immersion breaking even; if it's so blatantly incorrect.. I mean.. yeah, no disrespect meant and intended and all, but it's just so bizarrely out of place.. even things like the apparent insanity-trait doesn't quite put it into context for me.
#2
General Discussion /
January 10, 2012, 07:24:17 AM
Yaay, finully sum'one did dun' pointin' out dat it's koinda wierd ta write jus' ta way loik sum'one woul' speak. It ain't natural! <3
#3
Suggestions /
January 08, 2012, 11:56:20 AM
Never got the AFK notice, even if not touching my controls for a long long LONG time, as long as I kept spouting lines. I'm pretty positive that this already does prevent AFK status.
If I just stand and don't type, I do get the notice though, despite not being part of any faction.
#4
Suggestions /
January 02, 2012, 12:15:53 PM
Identify originally: "Over the next two rounds, the caster gains a bonus of 10 +1 per caster level to their lore skill."

Identify for EFU: "Changed Identify to identify a number equal to its spell level of unidentified items in your inventory."

I dunno, but I'm not finding that all that similar.
So, still liking the idea of class-based boosts to that skill.
#5
Suggestions /
January 01, 2012, 01:52:23 PM
Bonus to lore would help in deciphering those texts and scripture writings you find around the island, those with the tilted high lore skill roll DCs (that most non-bards don't even have a hope of passing).
Identify has changed here so that you can't use it to boost your lore, like.. at all.. at least that's what I understand. And thus for a scholar or the like, a lore skill bonus would still be incredibly useful.
#6
Bug Reports /
December 31, 2011, 01:05:19 PM
I like the kind of dread that the mere idea of taking that path fills me with as it is now, but then again, that IS mostly because I have witnessed people dying there due to lag or the usual pathfinding jumpy behaviour, something that we can have little to no control over.
Also don't know how I feel about the fact that if no one can move the corpse (which is always a great difficulty, even if it's just a few feet off-path), one would have to go right back to the mausoleum default respawn.

Or is one not supposed to respawn from dying there at all? I never was certain about that.
#7
Bug Reports /
December 30, 2011, 11:20:41 AM
See also my post in this thread.

The problem could be related.
#8
Bug Reports /
December 28, 2011, 12:51:46 PM
While skillpoints, spent or otherwise, seem to be back in working order, I have to ask if the 'secondary skills' work differently now, or are still broken?

Putting that here since they are not doing what they used to do for me, namely giving a boost to the related primary skill (at all, even if "maxed out").
Resting, resetting and other such tricks did not yet fix that.
#9
Suggestions /
December 28, 2011, 11:29:39 AM
You can charm-person them too but unfortunately that of course doesn't do anything other than making them stop attacking you, and you only. I always assumed their dain was too bramaged to be salvaged anymore, after all they have been through.
#10
General Discussion /
December 27, 2011, 12:10:44 PM
Metal armor can also be custom made at some NPC vendor, it's pretty pricy and the armor is not all that fantastic, but me, I always pick to look good over having actually decent equip.. since, I'm sorry to say, that almost never looks good :p
(Have to make armor from scratch though, existing armor looks can't be changed to my knowledge.)

Ouh, word of advice though.. my approach doesn't work as well as you may think it would.

Also, I still haven't found the leather armors maker NPC.. guess I have to look harder.
#11
Suggestions /
December 27, 2011, 04:19:17 AM
Uuh.. is there one, or would you like there to be one. I didn't see nothin', but it'd be a neat idea.. well, except if you went from the OOC directly to Mistlocke, it would have to slap on a little bit of withering poisoning or you'd end up there with an un-spoiled zero. At least then you could run around claiming to be actually immune, or work on an escape plan while your soul is still in such a pristine condition. It'd add up, I guess..
#12
General Discussion /
December 05, 2011, 03:59:31 PM
It's not due to being a gnome, but being small.

Small stature

Specifics: Gnomes and halflings are small creatures. As such, they gain bonuses to their attack rolls, armor class, and hide checks when dealing with larger creatures.

So there is no move silently bonus at all, whatsoever; and no hide (+4, if memory serves)/etc bonus if the opposing spot rolls are made by a creature that is also small (goblins, kobolds, what ever).

Halflings on the other hand also have the skill affinity - move silently feat, so those do get a boost in that. Gnomes however just aren't any more silent than a half orc in that regard.

Hope this helps!
#13
Bug Reports /
December 05, 2011, 01:55:54 PM
Advising against taking this perk at the current moment, for it still does not work as .. well, at least I can't imagine it works as it is intended. I. e. your temporary HP go away upon transitioning.
Even if it's intended to work that way, I'd guess you can find something better, heh.
#14
Bug Reports /
December 02, 2011, 09:23:38 PM
Wish I had seen this thread earlier. This still applies. Is there maybe an additional limitation that the spell has ? I tried it on humanoids and other, of levels low enough that even daze or sleep spells would still work. But not this one, no save, no effect.
#15
Suggestions /
November 24, 2011, 02:43:51 PM
I always thought the paralysis effect was meant to sort of symbolize you get entangled by the vines.. but then that'd probably also make the vine itself immobile which is not the case, so, poison seems more likely. While I sort of like the dread that sighting even one of those brings out in me after just a first encounter, it also made me stop going out and about these areas alone. I'm just that "completely useless", haha. :D