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Messages - gravekeeper

#1
Suggestions /
March 15, 2014, 08:13:15 PM
The command "next" is not explained anywhere, neither the process of extracting the hak.

Both I know and I can fairly manage by myself, but these things are not accessible to newbs. I made this thread in order to expose a problem that would affect people coming to the server for the first time or that would be around for a while and still have problems with it.

To have something more intuitive like the tailor would be more suitable and adequate than having people to go through command lines and extracting procedures.
#2
Suggestions /
March 15, 2014, 03:06:47 PM
I need a Goddess of Diseeases!
#3
General Discussion /
March 14, 2014, 03:31:59 PM
Trust me.... I play EFU in a connection that can drop bellow the 56kbps of the dial-up. You just need to focus and not put your computer busy with other tasks. As you go with 1 to 3Mpbs, you'll be just fine. Do not keep the computer busy sharing the connection with several stuff at the same time and you won't see any difference at all.

And do not hear Doc. I can PvP just fine and everyone knows that. Right?
#4
Suggestions /
March 14, 2014, 10:34:03 AM
OH... and cooking places!

We could have an abandoned goblin pot in the "Flooded Cave" or maybe in one of the abandoned houses you could have an ancient deep gnome apparatus.

I think that it might be as interesting to have a cooking cauldron somewhere in the webbed caves... spider themed of course.
#5
Suggestions /
March 13, 2014, 03:50:38 PM
Another Cauldron can be found in the Mound of Magnatz, for a fee the Chieftain would allow usage of it for alchemical procedures as well.
#6
Suggestions /
March 13, 2014, 03:48:28 PM
Somewhere deep in the ruins of Blue Mushrooms. Secret entrance to the bellows, where a new druid grove slowly prepares to grow again.

Shroomstalk Forest managed to grow a new site often used by wildlings to work upon herbalism.

Thomas finally finalized his Bone Chamber! For a small fee, he allows alchemists to use it in order to go on with their studies in chemical mixtures.

Loblobliiiblop has a cave of magical runes and wardings where in the center was prepared a placid pool. Into it it's possible to make several mixtures and combination of reagents often used in alchemy.

In the top of the Spire, there is an abandoned nook where some old hag used to have a cauldron. Depending on the change of the Underdark Winds, the Cauldron would be better suited to herbalism or to alchemy. You need some oil and zurkhwood in order to make it bubble although.
#7
Screen Shots & Obituaries /
March 13, 2014, 01:22:48 AM
I envy everyone that met her.

I was hopping so badly to be buddies, again, Rose
#8
Suggestions /
March 12, 2014, 06:24:55 PM
Rotten Wrappings of the Mummy Lord

These wrappings belonged once to the mummy of some important, evil king. They have a strong scent of death and a terrible, noxious energy exhales from them. Rolling this rotten series of silk around the wrists could grant some matter of power to the wearer, but not without draining them back.

Evil Only

Ghoul Touch on-hit
+1 AB and 1d4 Negative Damage
-4 Persuade
+4 Intimidate
+3 Improved Saves against Negative Energy
20% of Vulnerability against Divine Energy
#9
General Discussion /
March 12, 2014, 06:02:49 PM
Eh... I'm not exactly a new player.

And regarding

Quote(...) and why do that when we have so much stuff to read right here?

As I told you, the "how" you access it matters. The search tool is a bit counter intuitive for the new arrivals and it took me a while to get used to it in my two years of EFU. You don't have a good indexing and easy topic access.

Also, my suggestion wasn't to start thinking on what kind of contents it would have. Just gather all that the forums provide and restructure into the Wiki.
#10
Suggestions /
March 12, 2014, 05:44:17 PM
I am a bit stuck into the discussion for Monk perks and I think I have figured out a nice way to sum up flavor while not making them overempowered. This system would be based on removing the stun fist and adding abilities per day. I could go around the following ideas:

QuoteDisciple of the White Hands (must have Yurtrus as Deity)
Infestation of Maggots

QuoteFakir (Lawful Neutral Only)
Masochism

QuoteServant of the Dark Moon (must have Shar as Deity)
Ultravision at lvl 1
Darkness at lvl 5
#11
General Discussion /
March 12, 2014, 05:21:16 PM
QuoteThe problem with documenting every little thing is that a lot of our new players complain that there's just too much to read - and I suppose there is.

I think that the problem is not about all the things you need to read. All new setting or system requires some amount of reading. To me the great problem is finding out what you need to read NOW. I mean, what kind of info is more needed to you at that moment.

The structure of the forums is something that makes it harder to find out information than other options, like the wikis. I think that a project of grabbing all the information spread around our forums and structuring it around a wiki with decent indexing would be worthwhile for both new and old players to know what EFU is all about.

I am sure that old, more galvanized people are used to forums and have little to no issue into finding stuff. But still... there is a lot that is not even covered in our forums (including several commands available in game that could make the life of people terribly easier). I really think that everyone could benefit from a more organized and structured gathering of our produced knowledge. Not that the current isn't. It is incredible the effort put so far both by DMs and Players. But the Tools choice matter a bit in how effective the results would be. Forums were better designed for discussion. Wikis are a better tool for presenting, organizing and delivering info.
#12
Suggestions /
March 12, 2014, 04:43:34 PM
Maybe make it so that you would incredibly decrease the DCs if you had other players around channeling upon the crafting places along you. All them would be subject to the same consequences, but in a minor degree, once they would not be directly involved into the production of materials.

Maybe each of them could be specialized into a particular task and thus a PC of determined class would be more successful into helping about it than other. For instance:

To protect the site, an abjurer (GSF abjuration), would get better bonuses than someone not specialized on it.
To calm the weave, maybe a druid with empathy towards the Ley Lines
To make results precise, a wizard
... and so on.
#13
Suggestions /
March 11, 2014, 06:53:41 PM
I personally think that if monks get any perk at all, it should be based on something else, although. Not on following the same design of sorcerers...

In my former suggestion, for instance, I would preferably change the ability of stun fist for 3x masochism per day. All the other perks would follow the same pattern of exchanging of stun fist for another ability suitable to the flavor desired.
#14
Suggestions /
March 11, 2014, 06:50:31 PM
QuoteFakir: Men that seek inner strength and wisdom through the control upon the mortal body, subjecting themselves to a myriad of acts of penitence, including long periods without food and several sorts of painful experiences. A mix of scholar and highly self disciplined men, the fakirs focus on transcending above both good and bad, allowing their souls to shine through the body.

Lawful Neutral Only

Level 1: +2 Disc, 10% DR Physical
Level 5: Masochism on Hit (needs some type of light armor)
Level 8: 20% DR Physical +2 Wis, -2 Cha
#15
Suggestions /
March 11, 2014, 05:11:01 PM
Everyone loves Undead, right (Rotbringer perk)?

... and every one loves diseases too! (sic)

Why not glue one to the other? You can't make the undead contagious so they would spread EFU custom plagues because they're immune to diseases. And that made me real sad. Imagine how cool it would be to have undead that are also... INFECTIOUS?

That's the suggestion, then: an upgrade of necromancy system so you can manipulate the undead until they are surrounded by a noxious, infectious cloud of sickness.

And no! I am no necromancer >_>