EFU:R Existing Content Polishing Project

Started by Howlando, July 29, 2015, 04:23:35 PM

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Vlaid

Quote from: TheShadow;n640746Just be lenient with this, I'd say. It may make things scarier, but it's another thing entirely when a goblin, with no indication of it being wierd or dangerous, starts popping fingers of death or wail of the Banshee, or a Hook horror suddenly has 4 apr.

The idea would not be to have random hook horrors with 4 APR but to encourage natural naming of creatures. Rather than seeing "Hook horror" over a creatures head, the variety of creature we now know as hook horror, had it not always had a name floating above it's head, might have come to be called "Red Terror" or something to that effect, had it been named Unknown Creature. Just adds a psychological element of unknown to creatures to not be certain if what you're looking at is what you believe it is OOCly or not....and some cool opportunity for RP in naming those varieties of "Unknown Creatures"
[url=https://www.efupw.com/forums/index.php?topic=706473.msg747918#msg747918]The Entirely True Legends of Velan Volandis[/url]

Knight Of Pentacles

Lower dark spawns a lot of spiders.  Maybe some ettercap herders to go with them?  A particular variety of ettercap and spider comes to mind.

PlayaCharacter

I have to say, with the dramatically increased necessity of hoarding things due to the new crafting system and the existence of set items, along with the destruction of a major source of player housing, I think the current policy on player storage needs to be re-examined. Faction storage was already pretty tight, but now it's impossible. I don't understand why EfU is the only game I play where inventory Tetris is still a thing. This is just a basic quality of life issue. Please, give us some place to put our stuff.

TheShadow

Playacharacter, there are TONS of places where you can store stuff, if you know where to look! Factions are not the only ones, there're at least two non-upper places for people to store stuff persistantly, and plenty more in upper. /perhaps/ one in the wilds? that would be useful for Wildsfolk, but then again, it's not fool-proof.
Forever in the Shadows, yearning for the Light.

Knight Of Pentacles

Reinforcing the Outpost - could use a serious reworking in both reward vs risk and quest area aesthetics and layout. It's easy for PCs to get stuck on placeables while in combat. Some of the mobs seem to just hang back on the edges. Shrinking the size of the quest area could help with this maybe.

Society Aberrant Hunting System: Greater reward for more powerful mobs.  Some aberrant types are more difficult than others.  Also maybe worth adding a favor reward as well?  

Knight Of Pentacles

Reinforcing the Outpost - could use a serious reworking in both reward vs risk and quest area aesthetics and layout. It's easy for PCs to get stuck on placeables while in combat. Some of the mobs seem to just hang back on the edges. Shrinking the size of the quest area could help with this maybe.

Society Aberrant Hunting System: Greater reward for more powerful mobs. Some aberrant types are more difficult than others. Also maybe worth adding a favor reward as well?

Mass Transit

The "Eternal Lights" quest needs some looking at as well. The "boss" is certainly too strong for the level range, the difficulty is high for little if any tangible reward. Further note on it, not a single spawn gave XP when I was level 3.

Cruath Quasith

I think the explorables that have loot chests and obvious boss monsters guarding them need to be locked. I've recently done a couple of pretty tough explorables with a group only to find the chest completely empty from someone just looting and leaving without facing any of the challenge. Frustrating to say the least.

Perhaps modeling after the demon explorable, where the boss drops a key?

Paha

If such happens, make a private bug report, letting us know what explorable with some key details of it, so appropriate people can take a look at it. Usually we've attempted to make certain precautions for this, but some may simply not work.

TheShadow

An Addition! The ,"Terrifying Cave" of the Lowerdark. I have it from many people that the End Reward is terrible for the difficulty, and I'll say this:

In several area's, due to the nature of the map, the Tunnels become literally filled with eyeballs. Combine this the fact that you have to, repeatedly, face beholders in addition to the eyeballs filling the passage ways to those very same beholders. Essentially, You literally have to be immune to Beholders Death / Petrification rays if you want a /chance/ at completing this quest due to that, and most pc's are unable to get that high on both saves. While yes, It's a Terrifying cave, it's also essentially Suicide, with, or without, magic.

My Suggestion would be two-fold: One, increase the End reward to make slogging through there, even if you're not immune to Beholder's gaze's, even potentially worth the risk, if played smart, rather than guarenteed a waste of resources, Ic or no. Two, widen the tunnels or change the Numbers and or locations where the smaller eyeballs spawn, Having ten or twelve in a tunnel where two people cannot walk side by side, spamming spells, is at the very best extremely irritating, at the worst, when combined with Beholders, suicide.

Other than that, The quest is fine in my experience, as deadly as it is.
 
Forever in the Shadows, yearning for the Light.

Damien

I'll be brutally honest, most wilderness areas need a rework. What would be great is if the troll cave quest for instance was actually just a trans to a swamp area where trolls/quest were, instead of some bridge and three trolls that sometimes spawn.

The badlands could also use an extra area, maybe an actual mountain you climb to reach the three fang quest, and the area is full of orog. Maybe even add the possibility of under dark behemoth spawning around this area too. It's not as if it would be the hardest spawn there.

A wild camp or SOMETHING is needed in the shrooms talk forest and the hidden pond. They again just seem devoid of anything.

Explores should spawn more frequently, they are wacky and fun. Make the non combat ones more frequent if you are worried about supply bloat because some of those are awesome.

Maybe add fisher/trader boats that randomly appear in the dark lake area where blue mushroom was would be fun as well.

petey512

//weird, it did it twice. Sorry.
"Proving concerned parents from the 80's wrong, just in time for them to be dead. "