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Messages - Yamo B. There

#1
Suggestions / Re: Item Suggestion Thread
March 08, 2019, 09:21:46 AM
I don't see a problem with more sources for an effect or item type that can be purchased. We can buy healing potions, spell scrolls, or mundane armor, but they still drop in loot. Sticks of Remove Fear falling out of goblin bodies seems fine.
#2
Suggestions / Re: Shortcuts back to 99
March 08, 2019, 09:19:59 AM
Quote from: Pup on March 08, 2019, 05:04:00 AM
people will be expected to continue or fight their way back
Real life doesn't line up with the game world. I have to go to work in the morning, or something came up IRL - that means I have to close the game and suddenly my PC disappears into the ether while all their companions continue back to 99. Usually you can rely on server resets to fix these little incongruities, but not when you are forcibly set to spawn on the far side of Hell. It creates an IC issue out of an OOC one.
#3
Bug Reports / Re: Typos and Uncleared Quest Logs
March 04, 2019, 09:52:21 AM
Journal placeables in the Ooze Tomb quest reference the location as being Netherese ruins.
#4
Suggestions / Ammunition Homogenizer Player Tool
March 03, 2019, 09:41:08 PM
The Potion Homogenizer is great. It'd be fantastic to have something similar for currently unstacking ammo types.
I've had to toss a bunch of arrows because my +1 Fire damage "Flame Arrows" are different from +1 Fire damage "Glowing Ember Shafts", and both are different from +1 Fire damage "Flame Arrows" with the same name, description, and icon as the first Flame Arrows. A similar situation with two different types of "Ice Arrows" with +1 Cold damage but the same description, name, and icon. There's also "Hunter's Arrows" with the same stats, name, description, but different icons. Finally, "Alley Splinters" and "Sharpened Arrows" have the same properties and could really stand to be the same.
#5
Currently, none of the NPCs in the Merchants' Guild building recognize the full joining of the association. The guy who writes you into the book even gives you the same dialogue options to do it all over again.

It'd be nice to have some sort of physical identifier like the protection papers, too; perhaps some weightless clickie like a pin or badge to throw a [flashes CHARACTERNAME's Merchants' Guild membership thingie] into chat.
#6
Pouring one out for my homie.
#7
Suggestions / Re: Neutral Light in Webber's
February 20, 2019, 11:29:19 AM
It'd be helpful if the dummies were further away from the wall, too. This goes double for the Song and Steel building for armor crafting. Both are crammed up close to the wall and it's difficult to get the camera back there to look around, and the lighting situation's even worse. Holding a torch or using a Continual Light item only goes so far when you have to stay on one side of the dummy to talk to the NPC.
#8
Suggestions / Re: Human Domain for Clerics?
February 19, 2019, 12:15:43 AM
It's a bit of a misnomer to say that most Gods are "Human Gods" - they simply aren't part of a racial pantheon. Non-humans worship or at least pay homage to any number of these other Gods, and humans regularly do the same to deities of other races (who often tend to have more specific portfolios; Dwarven Gods can be quite popular in certain professions). The really powerful and  widely-worshipped deities like Selune, Chauntea, Kossuth, etc., existed in some form before the birth of humanity (and most other races) and have occasionally been worshipped under different names by those races which held dominion over Toril in the distant past, before the current age of humans being everywhere. Forgotten Realms at the point on the timeline where CoR takes place isn't even the height of human dominance; its greatest nations and empires like Jhaamdath, Shoon, and Netheril have already imploded. Those regional powers often had different names for the current deities, and it's really only recently that most of the continent has roughly the same idea about the same gods.

At varying points in D&D, even members of racial pantheons have been conflated with or directly stated to be different aspects of other deities; the Elves' Sehanine Moonbow has, twice, been just a split personality of Selune (and also part of a triune goddess, which means the other two have also been part Selune). Gods are weird like that. With specific regard to racial pantheons, their existence as beings separate from the "main" set of deities generally springs from those races (and thus their gods) being alien to Toril. It's not that these Gods popped up and said, "Right, I'm only going to do stuff for Dwarves because I like them the best," they just happened to be the Gods like Chauntea, Selune, Gond, etc., who were floating around whatever world, and were brought with or re-manifested by the creatures of that world when they got to Toril. Dwarves, Orcs, and Elves all have racial gods or pantheons and none of them are native to Toril; even humans that aren't native to Toril bring their pantheons with them, like the Mulhorandi, who were straight up Asheron's Call-ed from Actual Egypt on Actual Earth. It's mostly Gnomes and Halflings being weird outliers here. Other racial pantheons revolve around created races or receive patronage from aspects of existing deities or fiendish powers.

/loredump

Mechanically, I'd think a Human Racial Power would have to end up being pretty dang weak, specifically because humans are everywhere. You can get away with throwing huge bonuses at Dwarf and Elf clerics because the likelihood of a group ever being comprised of a significant amount of those races is both pretty slim and more limiting in "powerbuilding efficacy" compared to humans. In some ways, racial domains are like a, "Hey, congrats on being sub-optimal," pat on the back.
#9
Rangers don't really have spells...
#10
Bug Reports / Re: Clean-up Script Ticker Square
February 17, 2019, 10:13:44 AM
Had this happen to me about a week or more back, just happened about 30 seconds ago again. Welp.
#11
I will say that I've always found it weird that as a character grows in power and XP becomes harder and harder to come by, the cost of systems that drain XP stay fixed. I played a Cleric in EFU:R at a time when the Withering had afflicted a few PCs, and it seemed odd that at level 9 I was far less suitable for patching them up than some level 5 who could make the XP cost back just by breathing. I feel the same way about training pets. 500 XP to get something at level 6 is a trifle; taming the same beast at 8 for the same cost is a much larger setback for a task that should be "easier", with the same reward now being something that is even less suitable for the character's current activities and more likely to die if taken anywhere near it.

Just about any casting class at the same level can fart out summons comparable to or better than an animal companion, for freezies, forever.  If I'm gonna sink XP into this little guy, RP with him, knit little clothes for him, take him on walks, drag him around to dungeons to osmose XP (even if that's not how it works), and feed him the finest soups from the Cooking system, it'd be nice if he didn't stay a wet piece of tissue paper forever. I don't know if it was a bug (since I de-leveled out of having the feat shortly after), but I've seen my current animal companion spawn in as a "Blooded" variety of his normal form, and boy howdy, did he actually seem competent and capable of going into a dungeon without immediately crumpling, to the point of me seriously debating if memorizing Magic Fang might be worthwhile. I hope his hulked out form comes back when I get up in levels again.
#12
Suggestions / Re: The issue with Gardening
February 16, 2019, 10:53:27 AM
Some thoughts I had on this system in the distant past:

* Placeable signs stuck in gardens persist over reset just like the plants so that gardeners can "mark" their crop. Not going to stop anyone who wants to steal it, but...

* The plants, when fully grown, aren't pickable for the first reset of their full growth by anyone but the planter.

* A round-about version of the above, characters with high skill levels have a chance to pick plants one growth stage earlier. Everyone else sees a plant that's not developed fully yet, but the expert farming knowledge of a few will know how to extract useful materials without damaging the crop, essentially letting them have at it before the unwashed masses get a chance to muck everything up.
#13
Bug Reports / Re: Peerage common chest
February 13, 2019, 04:27:16 AM
A most generous King.
#14
Suggestions / Re: Give Trolls quest a rebalancing pass
February 13, 2019, 04:25:58 AM
There were 12 other trolls not pictured in that screenshot; I counted.
That's 32 trolls, after killing twice as many just to get to that point.
And it's still not near over.

Echoing Pandip, I have heard from many people that quests from the EFU:M era tend to be like this due to that chapter's supply bloat or general power level, but it really doesn't seem to suit the more modern approach to quest design and itemization.
#15
Hello, fellow adventurers and ring-runners. I am a very strong, powerful, and important warrior / holy man / arcanist, far more seasoned than you rabble. For reasons I cannot articulate, I need you to go into Green Hell Zone and fight the armies of horrifying [redacted] and [nope] on my behalf, and give me the choicest finds there. While such foes are a mere trifle for me, I simply cannot be bothered to match steel with them at the moment. Because I am so strong and important, you see. Please, forestall your own progress for the sake of my own, that I might go beyond this Ring and make more money and discover more secrets than you.

No? No takers? Don't suppose you're selling seppukku knives?


While I don't know what the solution here is, "kill yaself or beg weaker people for hotly-contested items" seems incredibly OOC for the vast majority of characters. This is compounded by the conceit of the Rings is "do it yourself"; selling keys is hound-bait, but selling the intermediate steps isn't?